C# 从另一个脚本调用CustomEditor脚本中的函数
我想使用GetComponent。此脚本未连接到任何游戏对象:C# 从另一个脚本调用CustomEditor脚本中的函数,c#,unity3d,unity5,C#,Unity3d,Unity5,我想使用GetComponent。此脚本未连接到任何游戏对象: namespace CBX.Unity.Editors.Editor { using System; using CBX.TileMapping.Unity; using UnityEditor; using UnityEngine; /// <summary> /// Provides a editor for the <see cref="TileMap"/&g
namespace CBX.Unity.Editors.Editor
{
using System;
using CBX.TileMapping.Unity;
using UnityEditor;
using UnityEngine;
/// <summary>
/// Provides a editor for the <see cref="TileMap"/> component
/// </summary>
[CustomEditor(typeof(TileMap))]
public class TileMapEditor : Editor
{
/// <summary>
/// Holds the location of the mouse hit location
/// </summary>
private Vector3 mouseHitPos;
/// <summary>
/// Lets the Editor handle an event in the scene view.
/// </summary>
///
private void OnSceneGUI()
{
// if UpdateHitPosition return true we should update the scene views so that the marker will update in real time
if (this.UpdateHitPosition())
{
SceneView.RepaintAll();
}
// Calculate the location of the marker based on the location of the mouse
this.RecalculateMarkerPosition();
// get a reference to the current event
Event current = Event.current;
// if the mouse is positioned over the layer allow drawing actions to occur
if (this.IsMouseOnLayer())
{
// if mouse down or mouse drag event occurred
if (current.type == EventType.MouseDown || current.type == EventType.MouseDrag)
{
if (current.button == 1)
{
// if right mouse button is pressed then we erase blocks
this.Erase();
current.Use();
}
else if (current.button == 0)
{
// if left mouse button is pressed then we draw blocks
this.Draw();
current.Use();
}
}
}
// draw a UI tip in scene view informing user how to draw & erase tiles
Handles.BeginGUI();
GUI.Label(new Rect(10, Screen.height - 90, 100, 100), "LMB: Draw");
GUI.Label(new Rect(10, Screen.height - 105, 100, 100), "RMB: Erase");
Handles.EndGUI();
}
/// <summary>
/// When the <see cref="GameObject"/> is selected set the current tool to the view tool.
/// </summary>
private void OnEnable()
{
Tools.current = Tool.View;
Tools.viewTool = ViewTool.FPS;
}
/// <summary>
/// Draws a block at the pre-calculated mouse hit position
/// </summary>
private void Draw()
{
// get reference to the TileMap component
var map = (TileMap)this.target;
// Calculate the position of the mouse over the tile layer
var tilePos = this.GetTilePositionFromMouseLocation();
// Given the tile position check to see if a tile has already been created at that location
var cube = GameObject.Find(string.Format("Tile_{0}_{1}", tilePos.x, tilePos.y));
// if there is already a tile present and it is not a child of the game object we can just exit.
if (cube != null && cube.transform.parent != map.transform)
{
return;
}
// if no game object was found we will create a cube
if (cube == null)
{
cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
}
// set the cubes position on the tile map
var tilePositionInLocalSpace = new Vector3((tilePos.x * map.TileWidth) + (map.TileWidth / 2), (tilePos.y * map.TileHeight) + (map.TileHeight / 2));
cube.transform.position = map.transform.position + tilePositionInLocalSpace;
// we scale the cube to the tile size defined by the TileMap.TileWidth and TileMap.TileHeight fields
cube.transform.localScale = new Vector3(map.TileWidth, map.TileHeight, 1);
// set the cubes parent to the game object for organizational purposes
cube.transform.parent = map.transform;
// give the cube a name that represents it's location within the tile map
cube.name = string.Format("Tile_{0}_{1}", tilePos.x, tilePos.y);
// give the cube a tag
cube.tag = "GridObject";
TerrainObjects(cube);
}
public GameObject TerrainObjects(GameObject gameobject)
{
return gameobject;
}
/// <summary>
/// Erases a block at the pre-calculated mouse hit position
/// </summary>
private void Erase()
{
// get reference to the TileMap component
var map = (TileMap)this.target;
// Calculate the position of the mouse over the tile layer
var tilePos = this.GetTilePositionFromMouseLocation();
// Given the tile position check to see if a tile has already been created at that location
var cube = GameObject.Find(string.Format("Tile_{0}_{1}", tilePos.x, tilePos.y));
var terrainObject = GameObject.Find(string.Format("Terrain_{0}_{1}", Terrain.activeTerrain.transform.position.x + tilePos.x, Terrain.activeTerrain.transform.position.z + tilePos.y));
// if a game object was found with the same name and it is a child we just destroy it immediately
if (cube != null && cube.transform.parent == map.transform)
{
UnityEngine.Object.DestroyImmediate(cube);
}
if (terrainObject != null && terrainObject.transform.parent == map.transform)
{
DestroyImmediate(terrainObject);
}
}
/// <summary>
/// Calculates the location in tile coordinates (Column/Row) of the mouse position
/// </summary>
/// <returns>Returns a <see cref="Vector2"/> type representing the Column and Row where the mouse of positioned over.</returns>
private Vector2 GetTilePositionFromMouseLocation()
{
// get reference to the tile map component
var map = (TileMap)this.target;
// calculate column and row location from mouse hit location
var pos = new Vector3(this.mouseHitPos.x / map.TileWidth, this.mouseHitPos.y / map.TileHeight, map.transform.position.z);
// round the numbers to the nearest whole number using 5 decimal place precision
pos = new Vector3((int)Math.Round(pos.x, 5, MidpointRounding.ToEven), (int)Math.Round(pos.y, 5, MidpointRounding.ToEven), 0);
// do a check to ensure that the row and column are with the bounds of the tile map
var col = (int)pos.x;
var row = (int)pos.y;
if (row < 0)
{
row = 0;
}
if (row > map.Rows - 1)
{
row = map.Rows - 1;
}
if (col < 0)
{
col = 0;
}
if (col > map.Columns - 1)
{
col = map.Columns - 1;
}
// return the column and row values
return new Vector2(col, row);
}
/// <summary>
/// Returns true or false depending if the mouse is positioned over the tile map.
/// </summary>
/// <returns>Will return true if the mouse is positioned over the tile map.</returns>
private bool IsMouseOnLayer()
{
// get reference to the tile map component
var map = (TileMap)this.target;
// return true or false depending if the mouse is positioned over the map
return this.mouseHitPos.x > 0 && this.mouseHitPos.x < (map.Columns * map.TileWidth) &&
this.mouseHitPos.y > 0 && this.mouseHitPos.y < (map.Rows * map.TileHeight);
}
/// <summary>
/// Recalculates the position of the marker based on the location of the mouse pointer.
/// </summary>
private void RecalculateMarkerPosition()
{
// get reference to the tile map component
var map = (TileMap)this.target;
// store the tile location (Column/Row) based on the current location of the mouse pointer
var tilepos = this.GetTilePositionFromMouseLocation();
// store the tile position in world space
var pos = new Vector3(tilepos.x * map.TileWidth, tilepos.y * map.TileHeight, 0);
// set the TileMap.MarkerPosition value
map.MarkerPosition = map.transform.position + new Vector3(pos.x + (map.TileWidth / 2), pos.y + (map.TileHeight / 2), 0);
}
/// <summary>
/// Calculates the position of the mouse over the tile map in local space coordinates.
/// </summary>
/// <returns>Returns true if the mouse is over the tile map.</returns>
private bool UpdateHitPosition()
{
// get reference to the tile map component
var map = (TileMap)this.target;
// build a plane object that
var p = new Plane(map.transform.TransformDirection(Vector3.forward), map.transform.position);
// build a ray type from the current mouse position
var ray = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition);
// stores the hit location
var hit = new Vector3();
// stores the distance to the hit location
float dist;
// cast a ray to determine what location it intersects with the plane
if (p.Raycast(ray, out dist))
{
// the ray hits the plane so we calculate the hit location in world space
hit = ray.origin + (ray.direction.normalized * dist);
}
// convert the hit location from world space to local space
var value = map.transform.InverseTransformPoint(hit);
// if the value is different then the current mouse hit location set the
// new mouse hit location and return true indicating a successful hit test
if (value != this.mouseHitPos)
{
this.mouseHitPos = value;
return true;
}
// return false if the hit test failed
return false;
}
}
}
我想从另一个脚本访问此方法TerraInObject:
此脚本已附加到游戏对象:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TerrainObjects : MonoBehaviour {
// Use this for initialization
void Start ()
{
GetComponent<tile>
}
// Update is called once per frame
void Update ()
{
}
}
使用系统集合;
使用System.Collections.Generic;
使用UnityEngine;
公共类TerrainObjects:单行为{
//用于初始化
无效开始()
{
GetComponent
}
//每帧调用一次更新
无效更新()
{
}
}
我正在尝试键入tile、TileMap或TileMapEditor,但它不存在。
因此,我无法创建此脚本的Getcomponent
在开始时,我尝试键入:
GetComponent<tile>
GetComponent
但我无法使用TileMapEditor
有什么方法可以使用它吗?
如果是编辑器类型的脚本,我应该附加到与TerraInObject脚本相同的游戏对象吗
我不希望TileMapEditor只在场景中才能在游戏中工作。我假设这是一个编辑器插件
GetComponent
应该不适用于从编辑器继承的脚本。您需要使用查找TileMapEditor
,然后调用其函数(TerrainObjects
)
如果有一个TileMap
实例,请使用index0
调用该函数。如果有很多函数,则循环遍历它们并调用它们的函数
TileMapEditor[] tpEditorInstance = (TileMapEditor[])Resources.FindObjectsOfTypeAll(typeof(TileMapEditor));
//Make sure it is not null
if (tpEditorInstance != null && tpEditorInstance.Length > 0)
{
tpEditorInstance[0].TerrainObjects(gameObject);
}
else
{
Debug.Log("TileMapEditor is Null");
}
编辑:
TileMapEditor在TerraInObject脚本中不存在
我真的不明白这一点,但请记住,您的TileMapEditor
脚本位于另一个名为“CBX.Unity.Editors.Editor
”的命名空间中。您还必须在任何将访问TileMapEditor
的脚本中导入该名称空间
只需使用CBX.Unity.Editors.Editor添加
到每个脚本的顶部,该脚本将访问TileMapEditor
脚本。我假设这是一个编辑器插件GetComponent
应该不适用于从编辑器继承的脚本。您需要使用查找TileMapEditor
,然后调用其函数(TerrainObjects
)
如果有一个TileMap
实例,请使用index0
调用该函数。如果有很多函数,则循环遍历它们并调用它们的函数
TileMapEditor[] tpEditorInstance = (TileMapEditor[])Resources.FindObjectsOfTypeAll(typeof(TileMapEditor));
//Make sure it is not null
if (tpEditorInstance != null && tpEditorInstance.Length > 0)
{
tpEditorInstance[0].TerrainObjects(gameObject);
}
else
{
Debug.Log("TileMapEditor is Null");
}
编辑:
TileMapEditor在TerraInObject脚本中不存在
我真的不明白这一点,但请记住,您的TileMapEditor
脚本位于另一个名为“CBX.Unity.Editors.Editor
”的命名空间中。您还必须在任何将访问TileMapEditor
的脚本中导入该名称空间
只需使用CBX.Unity.Editors.Editor添加
到将访问TileMapEditor
脚本的每个脚本的顶部。我不希望TileMapEditor
附加到游戏对象,因为它是一个编辑器组件。另外,您需要在使用GetComponent
的地方显示代码,但它不起作用,但该方法没有任何作用…@RufusL您说得对,我用TileMapEditor完整代码更新了问题。我在TileMapEditor中使用了在绘图中使用TerrainObjects的方法。我想做的是每次在TileMapEditor中创建一个立方体时,将游戏对象发送到TerrainObjects脚本,以便我可以使用此游戏对象。我想在TerrainObjects脚本中从TerrainObjects方法中返回的游戏对象中获取一些信息,如位置、比例、旋转、标记、,名称…然后使用TerrainObjects脚本中的gameobject信息进行操作。我不希望TileMapEditor
附加到游戏对象,因为它是一个编辑器组件。另外,您需要在使用GetComponent
的地方显示代码,但它不起作用,但该方法没有任何作用…@RufusL您说得对,我用TileMapEditor完整代码更新了问题。我在TileMapEditor中使用了在绘图中使用TerrainObjects的方法。我想做的是每次在TileMapEditor中创建一个立方体时,将游戏对象发送到TerrainObjects脚本,以便我可以使用此游戏对象。我想在TerrainObjects脚本中从TerrainObjects方法中返回的游戏对象中获取一些信息,如位置、比例、旋转、标记、,名称…然后使用TerrainObjects脚本中的游戏对象信息进行操作。TerrainObjects脚本中不存在TileMapEditor。我无法在那里添加行TileMapEditor[]tpEditorInstance=(TileMapEditor[])资源;TileMap是一个附加到游戏对象但无法访问TileMapitor的脚本。请再次仔细阅读答案。在我的回答中,我从未提到过TerrainObjects
脚本。我只在您的TileMapEditor
脚本中提到了TerrainObjects
函数。这就是为什么您不应该将函数和类命名为现在让您感到困惑的相同名称。您想从TileMapEditor
脚本调用TerrainObjects
函数吗?这就是我的答案。另外,请检查我对namespace.TileMapitor的编辑是否在TerraInObject脚本中不存在。我无法在那里添加行TileMapEditor[]tpEditorInstance=(TileMapEditor[])资源;TileMap是一个附加到游戏对象但无法访问TileMapitor的脚本。请再次仔细阅读答案。在我的回答中,我从未提到过TerrainObjects
脚本。我只在您的TileMapEditor
脚本中提到了TerrainObjects
函数。这就是为什么您不应该将函数和类命名为现在让您感到困惑的相同名称。您想从TileMapEditor
脚本调用TerrainObjects
函数吗?这就是我的答案。同时检查我对姓名的编辑