前幾天項目需要就做了個類似於Collider EditCollider的功能
下面是我做的效果
基礎代碼如下:
public class ExportCFGInputWindow : EditorWindow
{
public static ExportCFGInputWindow instance;
Vector3 dot1, dot2, dot3, dot4;
void OnEnable() {
instance = this;
SceneView.duringSceneGui -= this.OnSceneGUI;
SceneView.duringSceneGui += this.OnSceneGUI;
dot1 = new Vector3(0, 0, 0);
dot2 = new Vector3(0, 0, 1);
dot3 = new Vector3(1, 0, 1);
dot4 = new Vector3(1, 0, 0);
mid1Cor = Color.green;
mid2Cor = Color.green;
mid3Cor = Color.green;
mid4Cor = Color.green;
}
void OnDisable() {
instance = null;
SceneView.duringSceneGui -= this.OnSceneGUI;
}
void OnSceneGUI(SceneView sceneView)
{
Handles.color = Color.green;
Handles.DrawAAPolyLine(2, dot1, dot2, dot3, dot4, dot1);
}
}
效果如圖
下面是我踩的坑
先不管先把小綠點畫於是我在OnSceneGui方法里面插入了如下代碼
void OnSceneGUI(SceneView sceneView)
{
Handles.color = Color.green;
Handles.DrawAAPolyLine(2, dot1, dot2, dot3, dot4, dot1);
Handles.DotHandleCap(0, new Vector3((dot1.x + dot2.x) * 0.5f, 0, (dot1.z + dot2.z) * 0.5f), Quaternion.identity, 0.005f * sceneView.size, EventType.Repaint);
//0.005f * sceneView.size 的作用是讓小綠點無論你把場景放大或者縮小都是一樣大。
Handles.DotHandleCap(0, new Vector3((dot2.x + dot3.x) * 0.5f, 0, (dot2.z + dot3.z) * 0.5f), Quaternion.identity, 0.005f * sceneView.size, EventType.Repaint); Handles.DotHandleCap(0, new Vector3((dot3.x + dot4.x) * 0.5f, 0, (dot3.z + dot4.z) * 0.5f), Quaternion.identity, 0.005f * sceneView.size, EventType.Repaint); Handles.DotHandleCap(0, new Vector3((dot4.x + dot1.x) * 0.5f, 0, (dot4.z + dot1.z) * 0.5f), Quaternion.identity, 0.005f * sceneView.size, EventType.Repaint); }
這是畫完綠點的樣子

雖然有了綠點但是沒法控制於是我寫了個方法來監聽鼠標,這個方法在OnSceneGUI函數中調用。具體思路是:綠點的位置知道,只要監聽鼠標在綠點下按下然后移動鼠標,我控制綠點兩端的點跟着鼠標移動就可以完成了。
但是!萬事都怕但是。出現了一個令我頭大的問題:鼠標左鍵的EventType.MouseUp事件我監聽不到(這個問題求好心人幫忙解釋一下。)導致我無法停止對相應點的控制,當然鼠標中鍵和鼠標右鍵沒有問題,但是鼠標中鍵和鼠標右鍵會在編輯器下有其他操作。於是我放棄了這個思路。(這里代碼就不上了)
既然鼠標不行被逼無奈我就使用了鍵盤控制的方式 ,思路如下:
4鍵控制上圖最左邊的小綠點,8鍵控制最上面的小綠點,6鍵控制最右面的小綠點,2鍵控制最下面的小綠點。+鍵表示該點向外伸,-鍵表示該點向外內縮。
下面是代碼
int ExportDir = 0;//移動方向
void CheckKey()//這個方法在OnSeneGui函數中調用 { Event e = Event.current; if (e.type == EventType.KeyDown) { if (e.keyCode == KeyCode.Keypad4) { ExportDir = 4; mid1Cor = Color.red; mid2Cor = Color.green; mid3Cor = Color.green; mid4Cor = Color.green; } if (e.keyCode == KeyCode.Keypad6) { ExportDir = 6; mid1Cor = Color.green; mid2Cor = Color.green; mid3Cor = Color.red; mid4Cor = Color.green; } if (e.keyCode == KeyCode.Keypad2) { ExportDir = 2; mid1Cor = Color.green; mid2Cor = Color.green; mid3Cor = Color.green; mid4Cor = Color.red; } if (e.keyCode == KeyCode.Keypad8) { ExportDir = 8; mid1Cor = Color.green; mid2Cor = Color.red; mid3Cor = Color.green; mid4Cor = Color.green; } if (e.keyCode == KeyCode.KeypadPlus) { //ExportDir = 4; Plus(ExportDir); } if (e.keyCode == KeyCode.KeypadMinus) { //ExportDir = 4; Minus(ExportDir); } } }
float EditorSpeed = 0.05f; void Plus(int dir) { if (dir == 4) { dot1.x -= EditorSpeed; dot2.x -= EditorSpeed; } else if (dir == 6) { dot3.x += EditorSpeed; dot4.x += EditorSpeed; } else if (dir == 2) { dot1.z -= EditorSpeed; dot4.z -= EditorSpeed; } else if (dir == 8) { dot2.z += EditorSpeed; dot3.z += EditorSpeed; } else { return; } } void Minus(int dir) { if (dir == 4) { dot1.x += EditorSpeed; dot2.x += EditorSpeed; } else if (dir == 6) { dot3.x -= EditorSpeed; dot4.x -= EditorSpeed; } else if (dir == 2) { dot1.z += EditorSpeed; dot4.z += EditorSpeed; } else if (dir == 8) { dot2.z -= EditorSpeed; dot3.z -= EditorSpeed; } else { return; } }
這樣一來我先按下數字鍵4在按下+鍵最左邊的點就會向左移動了
為了顯示清楚我還對小綠點顯示顏色左了相應的處理,當選擇哪個點做動作時它就會變紅,代碼如下
Color mid1Cor = Color.green;
Color mid2Cor = Color.green;
Color mid3Cor = Color.green;
Color mid4Cor = Color.green;
void OnSceneGUI(SceneView sceneView)
{
Handles.color = Color.green;
Handles.DrawAAPolyLine(2, dot1, dot2, dot3, dot4, dot1);
Handles.color = mid1Cor;
Handles.DotHandleCap(0, new Vector3((dot1.x + dot2.x) * 0.5f, 0, (dot1.z + dot2.z) * 0.5f), Quaternion.identity, 0.005f * sceneView.size, EventType.Repaint);
Handles.color = mid2Cor;
Handles.DotHandleCap(0, new Vector3((dot2.x + dot3.x) * 0.5f, 0, (dot2.z + dot3.z) * 0.5f), Quaternion.identity, 0.005f * sceneView.size, EventType.Repaint);
Handles.color = mid3Cor;
Handles.DotHandleCap(0, new Vector3((dot3.x + dot4.x) * 0.5f, 0, (dot3.z + dot4.z) * 0.5f), Quaternion.identity, 0.005f * sceneView.size, EventType.Repaint);
Handles.color = mid4Cor;
Handles.DotHandleCap(0, new Vector3((dot4.x + dot1.x) * 0.5f, 0, (dot4.z + dot1.z) * 0.5f), Quaternion.identity, 0.005f * sceneView.size, EventType.Repaint);
CheckKey();
}
效果如下:
這個功能也能勉強滿足需求,暫時就這樣了。
后來有一天,我發現有人這樣用
Handles.FreeMoveHandle(target.pos,Quaternion.identity,2.0,Vector3.zero,Handles.DrawRectangle);
Handles類的FreeMoveHandle函數我馬上查了一下API發現
public static Vector3 FreeMoveHandle(Vector3 position, Quaternion rotation, float size, Vector3 snap, DrawCapFunction capFunc);
最后一個參數是個委托。我一下子就明白改怎么弄了。代碼如下
void OnSceneGUI(SceneView sceneView)
{
Handles.color = Color.green;
Handles.DrawAAPolyLine(2, dot1, dot2, dot3, dot4, dot1);
float m1px = Handles.FreeMoveHandle(new Vector3((dot1.x + dot2.x) * 0.5f, 0, (dot1.z + dot2.z) * 0.5f), Quaternion.identity, 0.005f * sceneView.size, Vector3.zero, Handles.DotCap).x;
dot1 = new Vector3(m1px, 0, dot1.z);
dot2 = new Vector3(m1px, 0, dot2.z);
float m2px = Handles.FreeMoveHandle(new Vector3((dot2.x + dot3.x) * 0.5f, 0, (dot2.z + dot3.z) * 0.5f), Quaternion.identity, 0.005f * sceneView.size, Vector3.zero, Handles.DotCap).z;
dot2 = new Vector3(dot2.x, 0, m2px);
dot3 = new Vector3(dot3.x, 0, m2px);
float m3px = Handles.FreeMoveHandle(new Vector3((dot3.x + dot4.x) * 0.5f, 0, (dot3.z + dot4.z) * 0.5f), Quaternion.identity, 0.005f * sceneView.size, Vector3.zero, Handles.DotCap).x;
dot3 = new Vector3(m3px, 0, dot3.z);
dot4 = new Vector3(m3px, 0, dot4.z);
float m4px = Handles.FreeMoveHandle(new Vector3((dot4.x + dot1.x) * 0.5f, 0, (dot4.z + dot1.z) * 0.5f), Quaternion.identity, 0.005f * sceneView.size, Vector3.zero, Handles.DotCap).z;
dot4 = new Vector3(dot4.x, 0, m4px);
dot1 = new Vector3(dot1.x, 0, m4px);
}
這樣就達到了我想要的鼠標控制小綠點的效果。但是鍵盤控制的代碼我也保留了,因為我覺得這是個教訓,而且在有時候鍵盤控制也蠻方便的。
完整代碼如下:
public class ExportCFGInputWindow : EditorWindow
{
public static ExportCFGInputWindow instance;
Vector3 dot1, dot2, dot3, dot4;
Color mid1Cor, mid2Cor, mid3Cor, mid4Cor;
int ExportDir = 0;
float EditorSpeed = 0.05f;
void OnEnable() {
instance = this;
SceneView.duringSceneGui -= this.OnSceneGUI;
SceneView.duringSceneGui += this.OnSceneGUI;
dot1 = new Vector3(0, 0, 0);
dot2 = new Vector3(0, 0, 1);
dot3 = new Vector3(1, 0, 1);
dot4 = new Vector3(1, 0, 0);
mid1Cor = Color.green;
mid2Cor = Color.green;
mid3Cor = Color.green;
mid4Cor = Color.green;
}
void OnDisable() {
instance = null;
SceneView.duringSceneGui -= this.OnSceneGUI;
}
Vector3 m1, m2, m3, m4;
void OnSceneGUI(SceneView sceneView)
{
Handles.color = Color.green;
Handles.DrawAAPolyLine(2, dot1, dot2, dot3, dot4, dot1);
#region 鼠標控制
float m1px = Handles.FreeMoveHandle(new Vector3((dot1.x + dot2.x) * 0.5f, 0, (dot1.z + dot2.z) * 0.5f), Quaternion.identity, 0.005f * sceneView.size, Vector3.zero, Handles.DotCap).x;
dot1 = new Vector3(m1px, 0, dot1.z);
dot2 = new Vector3(m1px, 0, dot2.z);
float m2px = Handles.FreeMoveHandle(new Vector3((dot2.x + dot3.x) * 0.5f, 0, (dot2.z + dot3.z) * 0.5f), Quaternion.identity, 0.005f * sceneView.size, Vector3.zero, Handles.DotCap).z;
dot2 = new Vector3(dot2.x, 0, m2px);
dot3 = new Vector3(dot3.x, 0, m2px);
float m3px = Handles.FreeMoveHandle(new Vector3((dot3.x + dot4.x) * 0.5f, 0, (dot3.z + dot4.z) * 0.5f), Quaternion.identity, 0.005f * sceneView.size, Vector3.zero, Handles.DotCap).x;
dot3 = new Vector3(m3px, 0, dot3.z);
dot4 = new Vector3(m3px, 0, dot4.z);
float m4px = Handles.FreeMoveHandle(new Vector3((dot4.x + dot1.x) * 0.5f, 0, (dot4.z + dot1.z) * 0.5f), Quaternion.identity, 0.005f * sceneView.size, Vector3.zero, Handles.DotCap).z;
dot4 = new Vector3(dot4.x, 0, m4px);
dot1 = new Vector3(dot1.x, 0, m4px);
#endregion
#region 鍵盤控制
Handles.color = mid1Cor;
Handles.DotHandleCap(0, new Vector3((dot1.x + dot2.x) * 0.5f, 0, (dot1.z + dot2.z) * 0.5f), Quaternion.identity, 0.005f * sceneView.size, EventType.Repaint);
Handles.color = mid2Cor;
Handles.DotHandleCap(0, new Vector3((dot2.x + dot3.x) * 0.5f, 0, (dot2.z + dot3.z) * 0.5f), Quaternion.identity, 0.005f * sceneView.size, EventType.Repaint);
Handles.color = mid3Cor;
Handles.DotHandleCap(0, new Vector3((dot3.x + dot4.x) * 0.5f, 0, (dot3.z + dot4.z) * 0.5f), Quaternion.identity, 0.005f * sceneView.size, EventType.Repaint);
Handles.color = mid4Cor;
Handles.DotHandleCap(0, new Vector3((dot4.x + dot1.x) * 0.5f, 0, (dot4.z + dot1.z) * 0.5f), Quaternion.identity, 0.005f * sceneView.size, EventType.Repaint);
CheckKey();
#endregion
}
void CheckKey()
{
Event e = Event.current;
if (e.type == EventType.KeyDown)
{
if (e.keyCode == KeyCode.Keypad4)
{
ExportDir = 4;
mid1Cor = Color.red;
mid2Cor = Color.green;
mid3Cor = Color.green;
mid4Cor = Color.green;
}
if (e.keyCode == KeyCode.Keypad6)
{
ExportDir = 6;
mid1Cor = Color.green;
mid2Cor = Color.green;
mid3Cor = Color.red;
mid4Cor = Color.green;
}
if (e.keyCode == KeyCode.Keypad2)
{
ExportDir = 2;
mid1Cor = Color.green;
mid2Cor = Color.green;
mid3Cor = Color.green;
mid4Cor = Color.red;
}
if (e.keyCode == KeyCode.Keypad8)
{
ExportDir = 8;
mid1Cor = Color.green;
mid2Cor = Color.red;
mid3Cor = Color.green;
mid4Cor = Color.green;
}
if (e.keyCode == KeyCode.KeypadPlus)
{
//ExportDir = 4;
Plus(ExportDir);
}
if (e.keyCode == KeyCode.KeypadMinus)
{
//ExportDir = 4;
Minus(ExportDir);
}
}
}
void Plus(int dir)
{
if (dir == 4)
{
dot1.x -= EditorSpeed;
dot2.x -= EditorSpeed;
}
else if (dir == 6)
{
dot3.x += EditorSpeed;
dot4.x += EditorSpeed;
}
else if (dir == 2)
{
dot1.z -= EditorSpeed;
dot4.z -= EditorSpeed;
}
else if (dir == 8)
{
dot2.z += EditorSpeed;
dot3.z += EditorSpeed;
}
else
{
return;
}
}
void Minus(int dir)
{
if (dir == 4)
{
dot1.x += EditorSpeed;
dot2.x += EditorSpeed;
}
else if (dir == 6)
{
dot3.x -= EditorSpeed;
dot4.x -= EditorSpeed;
}
else if (dir == 2)
{
dot1.z += EditorSpeed;
dot4.z += EditorSpeed;
}
else if (dir == 8)
{
dot2.z -= EditorSpeed;
dot3.z -= EditorSpeed;
}
else
{
return;
}
}
private void OnGUI()
{
GUILayout.BeginVertical();
//標簽
GUILayout.BeginHorizontal();
GUILayout.Box("輸入相應的參數", TitleBoxStyle(), GUILayout.Height(60),GUILayout.ExpandWidth(true));
GUILayout.EndHorizontal();
GUILayout.Space(10);
GUILayout.BeginHorizontal();
GUIStyle boxStyle = new GUIStyle();
boxStyle.alignment = TextAnchor.MiddleCenter;
GUILayout.Box("當前移動速度"+ EditorSpeed, boxStyle, GUILayout.Height(30), GUILayout.Width(80));
GUILayout.Space(10);
EditorSpeed = GUILayout.HorizontalSlider(EditorSpeed, 0.01f, 1);
GUILayout.EndHorizontal();
GUILayout.EndVertical();
}
}
希望這次的分享對大家有點收獲,不好的地方希望大家能幫我指出。
