编辑模式下,控制对象移动

  有时候我们可能会有这样的需求,就是在编辑模式下,控制移动场景中的物体,这里面有两个点要解决:

  (1)怎么在编辑模式下运行一个脚本;

  (2)怎么有效地响应鼠标按键。

  第一个问题可以使用编辑器属性ExecuteInEditMode让脚本在编辑模式也能实时地更新。下面的代码用来控制物体的移动,并且可以在编辑模式下运行:

using UnityEngine;
using System.Collections;

#if UNITY_EDITOR
using UnityEditor;
#endif

[ExecuteInEditMode]
public class MoveComponent : MonoBehaviour
{
    private CharacterController controller;

    private float speed = 3f;
    private float rotateSpeed = 50f;

    public void Init()
    {
        controller = transform.GetComponent("CharacterController") as CharacterController;
        if (controller == null) Debug.Log("CharacterController not add!");
    }

    public void MoveForward()
    {
        if (controller == null) return;
        controller.Move(Time.fixedDeltaTime * transform.forward * speed);
    }

    public void MoveBack()
    {
        if (controller == null) return;
        controller.Move(-Time.fixedDeltaTime * transform.forward * speed);
    }
    public void TurnLeft()
    {
        if (controller == null) return;
        transform.Rotate(Vector3.up, -Time.fixedDeltaTime * rotateSpeed);
    }
    public void TurnRight()
    {
        if (controller == null) return;
        transform.Rotate(Vector3.up, Time.fixedDeltaTime * rotateSpeed);
    }

}

  第二个问题的解决方法是使用EditorWindow的OnGUI来响应KeyDown消息,下面的代码通过创建一个测试物体,并为其添加MoveComponent来让其移动:

using UnityEngine;
using UnityEditor;
using System.Collections;

#if UNITY_EDITOR
using UnityEditor;
#endif
public class CameraHelperEditor : EditorWindow
{
    public static CameraHelperEditor window = null;

    [MenuItem("MyEditor/CameraHelperEditor")]
    public static void ShowWindow()
    {
        window = EditorWindow.GetWindow(typeof(CameraHelperEditor), false, "CameraHelperEditor") as CameraHelperEditor;
    }

    private const string Prefab = "Test/Cube";
    private GameObject player = null;
    private MoveComponent moveComp = null;

    void OnGUI()
    {
        if (GUILayout.Button("Init"))
        {
            player = GameObject.Instantiate(Resources.Load(Prefab)) as GameObject;
            player.AddComponent("CharacterController");
            moveComp = player.AddComponent("MoveComponent") as MoveComponent;
            moveComp.Init();
        }

        switch (Event.current.type)
        {
            case EventType.keyDown:
                {
                    if (Event.current.keyCode == KeyCode.W)
                    {
                        Debug.Log(Time.deltaTime);
                        Debug.Log(Time.fixedDeltaTime);
                        moveComp.MoveForward();
                    }
                    else if (Event.current.keyCode == KeyCode.S)
                    {
                        moveComp.MoveBack();
                    }
                    else if (Event.current.keyCode == KeyCode.A)
                    {
                        moveComp.TurnLeft();
                    }
                    else if (Event.current.keyCode == KeyCode.D)
                    {
                        moveComp.TurnRight();
                    }
                }
                break;
        }
    }

    void OnDestroy()
    {
        if(player != null)
        {
            GameObject.DestroyImmediate(player);
            player = null;
        }
        moveComp = null;
    }

}

  可以看到按键消息的响应都是放在OnGUI里面处理的。

  对于该问题的解决我相信还有更好的方法,希望伙伴们能够留言给予指点。

原文地址:https://www.cnblogs.com/sifenkesi/p/3963338.html