Unity 3D GridLayoutGroup3D 让子物体对齐,调整子物体间距
效果
介绍
GridLayoutGroup3D
脚本是一个用于在 Unity 3D 编辑器中创建 3D 网格布局的实用工具。主要用于在 Unity 编辑器中提供一种可视化的方式来设置和调整子物体的位置,同时支持删除脚本时将物体恢复原位。
源码:
#if UNITY_EDITOR
using UnityEditor.SceneManagement;
#endif
using System.Collections.Generic;
using UnityEngine;public class GridLayoutGroup3D : MonoBehaviour
{
#if UNITY_EDITORpublic Vector3 matrixInterval = new Vector3(0.25f, 0.25f, 0.25f);public Vector3Int matrixSize = new Vector3Int(3, 3, 3);public Color matrixColor = new Color(255 / 225f, 225 / 225f, 0, 100 / 255f);public float radius = 0.1f;private int ChildIndex = 0;public List<Location> locations = new List<Location>();//子物体间隔public Vector3 MatrixInterval{get => matrixInterval; set{matrixInterval = value;UnityEditor.EditorApplication.QueuePlayerLoopUpdate();}}//矩阵大小public Vector3Int MatrixSize{get => matrixSize; set{matrixSize = value;UnityEditor.EditorApplication.QueuePlayerLoopUpdate();}}public float Radius{get => radius; set{radius = value;UnityEditor.EditorApplication.QueuePlayerLoopUpdate();}}public Color MatrixColor{get => matrixColor; set{matrixColor = value;UnityEditor.EditorApplication.QueuePlayerLoopUpdate();}}private void OnDrawGizmosSelected(){DrawAndSetLocation();}public void DrawAndSetLocation(){ChildIndex = 0;int MatrixSizeX = Mathf.Abs(MatrixSize.x);int MatrixSizeY = Mathf.Abs(MatrixSize.y);int MatrixSizeZ = Mathf.Abs(MatrixSize.z);//刷新子物体位置for (int j = 0; j < MatrixSizeY; j++){for (int z = 0; z < MatrixSizeZ; z++){for (int i = 0; i < MatrixSizeX; i++){Vector3 CurLoc = new Vector3(MatrixSize.x > 0 ? i : -i,MatrixSize.y > 0 ? j : -j,MatrixSize.z > 0 ? -z : z);Vector3 Location = new Vector3(CurLoc.x * MatrixInterval.x,CurLoc.y * MatrixInterval.y,CurLoc.z * MatrixInterval.z);if (ChildIndex < transform.childCount){if (transform.GetChild(ChildIndex).localPosition != Location){transform.GetChild(ChildIndex).localPosition = Location;EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());}}Gizmos.color = MatrixColor;Gizmos.matrix = transform.localToWorldMatrix;Gizmos.DrawCube(Location, Radius * Vector3.one);ChildIndex++;}}}}public void CopyInfo(){if (locations.Count == 0){foreach (var item in GetComponentsInChildren<Transform>()){locations.Add(new Location(item.name, item.position, item.rotation));}}}public string PasteInfo(){Transform[] transforms = GetComponentsInChildren<Transform>();if (transforms.Length != locations.Count){return "子物体数量不对等!停止赋值!";}for (int i = 0; i < transforms.Length; i++){if (transforms[i].name == locations[i].name){transforms[i].position = locations[i].position;transforms[i].rotation = locations[i].rotation;}else{return "子物体" + locations[i].name + "有变动!停止赋值!";}}return "赋值成功!";}public class Location{public string name;public Vector3 position;public Quaternion rotation;public Location(string name, Vector3 position, Quaternion rotation){this.name = name;this.position = position;this.rotation = rotation;}}
#endif
}
编辑器扩展(美化面板)
记得放到Editor文件夹下
using UnityEditor;
using UnityEngine;[CustomEditor(typeof(GridLayoutGroup3D)), CanEditMultipleObjects]
public class Editor_GridLayoutGroup3D : Editor
{private GridLayoutGroup3D gridLayoutGroup3D;// Start is called before the first frame updateprivate void OnEnable(){gridLayoutGroup3D = target as GridLayoutGroup3D;gridLayoutGroup3D.CopyInfo();}public override void OnInspectorGUI(){gridLayoutGroup3D.MatrixInterval = EditorGUILayout.Vector3Field("子物体间隔", gridLayoutGroup3D.MatrixInterval);GUILayout.Space(10);gridLayoutGroup3D.MatrixSize = EditorGUILayout.Vector3IntField("矩阵大小", gridLayoutGroup3D.MatrixSize);GUILayout.Space(10);GUILayout.BeginHorizontal();GUILayout.Label("矩阵显示调节:");gridLayoutGroup3D.MatrixColor = EditorGUILayout.ColorField(gridLayoutGroup3D.MatrixColor);GUILayout.Space(10);float MaxValue = Mathf.Max(new float[3] { gridLayoutGroup3D.MatrixInterval.x, gridLayoutGroup3D.MatrixInterval.y, gridLayoutGroup3D.MatrixInterval.z });gridLayoutGroup3D.Radius = EditorGUILayout.Slider(gridLayoutGroup3D.Radius,0.01f, MaxValue/2);GUILayout.EndHorizontal();if (gridLayoutGroup3D.MatrixSize.y==0|| gridLayoutGroup3D.MatrixSize.x==0|| gridLayoutGroup3D.MatrixSize.z==0){EditorGUILayout.HelpBox("矩阵大小,最小值为1", MessageType.Info);}GUILayout.Space(10);if (GUILayout.Button("移除并恢复")){if (EditorUtility.DisplayDialog("警告!", "这将使当前的子物体恢复到开始状态。", "是的", "手滑了~")){Debug.Log(gridLayoutGroup3D.PasteInfo());DestroyImmediate(gridLayoutGroup3D);}}}
}
代码解释
1. 基本信息
// 使用 UNITY_EDITOR 指令确保这些代码仅在编辑器模式下运行
#if UNITY_EDITOR
using UnityEditor.SceneManagement;
#endif
using System.Collections.Generic;
using UnityEngine;public class GridLayoutGroup3D : MonoBehaviour
{// ...(省略其他代码)
}
- 在这里,我们通过 #if UNITY_EDITOR 确保包含的代码仅在 Unity 编辑器中运行。
2. 字段和属性
public Vector3 matrixInterval = new Vector3(0.25f, 0.25f, 0.25f);
public Vector3Int matrixSize = new Vector3Int(3, 3, 3);
public Color matrixColor = new Color(255 / 225f, 225 / 225f, 0, 100 / 255f);
public bool isDrawGizmos = true;
public float radius = 0.1f;
private int ChildIndex = 0;
public List<Location> locations = new List<Location>();
这些字段和属性用于在 Unity 编辑器中设置参数。
- matrixInterval 是一个三维向量,表示子物体之间的间隔。
- matrixSize 是一个三维整数向量,表示矩阵的大小。
- matrixColor 是一个颜色,表示绘制 Gizmos 的颜色。
- radius 表示 Gizmos 的大小。
- locations 是一个存储子物体位置信息的列表。
3. 方法
private void OnDrawGizmosSelected(){DrawAndSetLocation();}public void DrawAndSetLocation(){ChildIndex = 0;int MatrixSizeX = Mathf.Abs(MatrixSize.x);int MatrixSizeY = Mathf.Abs(MatrixSize.y);int MatrixSizeZ = Mathf.Abs(MatrixSize.z);//刷新子物体位置for (int j = 0; j < MatrixSizeY; j++){for (int z = 0; z < MatrixSizeZ; z++){for (int i = 0; i < MatrixSizeX; i++){Vector3 CurLoc = new Vector3(MatrixSize.x > 0 ? i : -i,MatrixSize.y > 0 ? j : -j,MatrixSize.z > 0 ? -z : z);Vector3 Location = new Vector3(CurLoc.x * MatrixInterval.x,CurLoc.y * MatrixInterval.y,CurLoc.z * MatrixInterval.z);if (ChildIndex < transform.childCount){if (transform.GetChild(ChildIndex).localPosition != Location){transform.GetChild(ChildIndex).localPosition = Location;EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());}}Gizmos.color = MatrixColor;Gizmos.matrix = transform.localToWorldMatrix;Gizmos.DrawCube(Location, Radius * Vector3.one);ChildIndex++;}}}}
- OnDrawGizmosSelected 是 Unity 编辑器中的一个回调方法,用于在选择物体时绘制 Gizmos。
- DrawAndSetLocation 方法用于刷新子物体的位置并在 Unity 编辑器中绘制 Gizmos。它通过循环遍历矩阵的每个位置,将子物体放置在相应的位置。
4. 位置信息容器
public class Location
{public string name;public Vector3 position;public Quaternion rotation;public Location(string name, Vector3 position, Quaternion rotation){this.name = name;this.position = position;this.rotation = rotation;}
}
Demo下载地址