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C# 从另一个脚本调用CustomEditor脚本中的函数_C#_Unity3d_Unity5 - Fatal编程技术网

C# 从另一个脚本调用CustomEditor脚本中的函数

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

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"/> 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index
0
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index
0
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