Scene的实时追踪显示

最近在处理酷跑类型游戏时,遇到一个功能需求:需要在摄像机实时追踪角色显示(Game)的同时,Scene同时实时显示NPC的位置状态等信息?

这个问题有三种解决方法,各有利弊:
1)使用unity系统内置的方法,此时直接激活即可:快速三次点击目标游戏对象即可。
这种方法的缺点是不灵活,一旦鼠标有其他动作,就会打断追踪;
方法2/3需要自己来扩展编辑器(思想是一样的):


2)打开一个新面板,用来驱动刷新:
public class SceneRealTimeFocusEditorWindow : EditorWindow
{
  SceneView.OnSceneFunc _delegate;
  static SceneRealTimeFocusEditorWindow _windowInstance;

  [MenuItem("Window/RealTimeFocus")]
  static void RealTimeFocus()
  {
    if (_windowInstance == null)
    {
      _windowInstance = EditorWindow.GetWindow(typeof(SceneRealTimeFocusEditorWindow)) as SceneRealTimeFocusEditorWindow;
      _windowInstance._delegate = new SceneView.OnSceneFunc(OnSceneFunc);
      SceneView.onSceneGUIDelegate += _windowInstance._delegate;
    }
  }

  void OnDestroy()
  {
    if (_delegate != null)
    {
      SceneView.onSceneGUIDelegate -= _delegate;
    }
  }

  public static void OnSceneFunc(SceneView sceneView)
  {
    _windowInstance.CustomSceneGUI(sceneView);
  }

  void CustomSceneGUI(SceneView sceneView)
  {
    if (Selection.activeTransform != null && Selection.activeTransform.root != null && active)
    {
      SceneView.lastActiveSceneView.pivot = Selection.activeTransform.position;
      //SceneView.lastActiveSceneView.Repaint();

      SceneView.RepaintAll();
    }
  }

  private bool active = false;
  void OnGUI()
  {
    active = GUILayout.Toggle(active, "Active RealTimeScene");
  }


}
此种方法的优点:打开面板,可实现当前选中的任意对象的Scene实时追踪


3)Scene中的按钮扩展:
[CustomEditor(typeof(MonoBehaviour), true)]
public class SceneRealTimeFocusEditor : Editor
{
  public void OnEnable()
  {
    active = false;
  }
  public void OnDisable()
  {
    active = false;
  }

  private bool active = false;
  void OnSceneGUI()
  {
    if (Selection.activeTransform != null)
    {
      Handles.BeginGUI();
      GUILayout.BeginArea(new Rect(0, 0, 200, 200));
      if (!active)
      {
        if (GUILayout.Button("Active Real Time Trace", GUILayout.Height(30)))
        {
          active = true;
        }
      }
      else
      {
        if (GUILayout.Button("Close Real Time Trace", GUILayout.Height(30)))
        {
          active = false;
        }
      }
      GUILayout.EndArea();
      Handles.EndGUI();

      if (active)
      {
        SceneView.lastActiveSceneView.pivot = Selection.activeTransform.position;
        SceneView.lastActiveSceneView.Repaint();
      }
    }
  }
}
本方法的缺点是:若针对MonoBehaviour及其子类,则当选中的目标对象有多个子物体、多个基于monobehavoiur的component时,按钮显示会有问题;若不针对MonoBehaviour及其子类,则只能针对特定类型物体选中时实时追踪。

原文地址:https://www.cnblogs.com/wayland/p/4971768.html