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【Unity】マップなどの配置ツール
using UnityEditor;
using UnityEngine;
//================================================================================
/// <summary>
/// 配置ツール
/// </summary>
//================================================================================
public class MapTools : EditorWindow
{
//================================================================================
/* 定数 */
#region -- 定数
const string TOOL_NAME = "MapTools";
#endregion
//================================================================================
/* フィールド */
#region -- フィールド
/// <summary>
/// スクロールの位置
/// </summary>
Vector2 mScrollPos = Vector2.zero;
/// <summary>
/// 相対移動値
/// </summary>
float mChangePos = 0.0f;
/// <summary>
/// 相対回転値
/// </summary>
float mChangeRot = 0.0f;
/// <summary>
/// 方向のタイプ
/// </summary>
enum eTypeDirection
{
pX,
mX,
pY,
mY,
pZ,
mZ,
}
#endregion
//================================================================================
/* 標準関数 */
#region -- 標準関数
//================================================================================
/// <summary>
/// メニューのウィンドウに追加
/// </summary>
[MenuItem("Custom/Prefabs/" + TOOL_NAME)]
public static void OpenWindow() {
EditorWindow.GetWindow<MapTools>(TOOL_NAME);
}
//================================================================================
/// <summary>
/// メイン描画処理
/// </summary>
void OnGUI() {
mScrollPos = EditorGUILayout.BeginScrollView(mScrollPos, GUI.skin.scrollView);
{
if (CommonEditorTools.DrawHeader("Tools Action")) {
CommonEditorTools.BeginContents(false);
UIPositionEx();
UIAddPosition();
UIAddPositionParts();
UIAddRotation();
UISetScale();
UIReversal();
CommonEditorTools.EndContents();
}
if (CommonEditorTools.DrawHeader("Sub Tools")) {
CommonEditorTools.BeginContents(false);
if (GUILayout.Button("SizeCheck")) {
Debug.Log(CommonEditorTools.GetObjSize());
}
CommonEditorTools.EndContents();
}
}
EditorGUILayout.EndScrollView();
}
#endregion
//================================================================================
/* Private関数 */
#region -- Private関数
//================================================================================
/// <summary>
/// 選択オブジェクトに位置を設定
/// </summary>
/// <param name="trans"></param>
void SetPosition(Vector3 trans) {
foreach (GameObject gameObj in Selection.objects) {
Transform transform = gameObj.transform;
Undo.RecordObject(transform, TOOL_NAME + " - Position");
transform.localPosition = trans;
}
}
//================================================================================
/// <summary>
/// 選択オブジェクトに位置の加算処理
/// </summary>
/// <param name="trans"></param>
void AddPosition(Vector3 trans) {
foreach (GameObject gameObj in Selection.objects) {
Transform transform = gameObj.transform;
Undo.RecordObject(transform, TOOL_NAME + " - Position");
transform.localPosition += trans;
}
}
//================================================================================
/// <summary>
/// 選択オブジェクトに角度の加算処理
/// </summary>
/// <param name="trans"></param>
void AddRotate(Vector3 trans) {
foreach (GameObject gameObj in Selection.objects) {
Transform transform = gameObj.transform;
Undo.RecordObject(transform, TOOL_NAME + " - Rotation");
transform.localEulerAngles += trans;
}
}
//================================================================================
/// <summary>
/// 選択オブジェクトにスケールの設定処理
/// </summary>
/// <param name="trans"></param>
void SetScale(Vector3 trans) {
foreach (GameObject gameObj in Selection.objects) {
Transform transform = gameObj.transform;
Undo.RecordObject(transform, TOOL_NAME + " - Scale");
transform.localScale = trans;
}
}
//================================================================================
/// <summary>
/// 選択オブジェクトにスケールの乗算処理
/// </summary>
/// <param name="trans"></param>
void MultiScale(Vector3 trans) {
foreach (GameObject gameObj in Selection.objects) {
Transform transform = gameObj.transform;
Undo.RecordObject(transform, TOOL_NAME + " - Scale");
transform.localScale = Vector3.Scale(transform.localScale, trans);
}
}
//================================================================================
/// <summary>
/// 選択オブジェクトのパーツ幅移動
/// </summary>
/// <param name="type"></param>
void AddPositionParts(eTypeDirection type) {
foreach (GameObject gameObj in Selection.objects) {
Transform transform = gameObj.transform;
Vector3 trans = new Vector3();
float x, y, z;
Undo.RecordObject(transform, TOOL_NAME + " - Scale");
switch (type) {
case eTypeDirection.pX:
x = CommonEditorTools.GetObjSize().x;
trans = new Vector3(x, 0, 0);
break;
case eTypeDirection.mX:
x = CommonEditorTools.GetObjSize().x;
trans = new Vector3(-x, 0, 0);
break;
case eTypeDirection.pY:
y = CommonEditorTools.GetObjSize().y;
trans = new Vector3(0, y, 0);
break;
case eTypeDirection.mY:
y = CommonEditorTools.GetObjSize().y;
trans = new Vector3(0, -y, 0);
break;
case eTypeDirection.pZ:
z = CommonEditorTools.GetObjSize().z;
trans = new Vector3(0, 0, z);
break;
case eTypeDirection.mZ:
z = CommonEditorTools.GetObjSize().z;
trans = new Vector3(0, 0, -z);
break;
}
/* サイズが取得出来たか判定 */
if (!float.IsNaN(trans.x) && !float.IsNaN(trans.y) && !float.IsNaN(trans.z)) {
transform.localPosition += trans;
} else {
Debug.LogWarning("[" + Selection.activeGameObject.name + "」にはMeshが含まれていません");
}
}
}
//================================================================================
/// <summary>
/// 選択オブジェクトを近似値に設定
/// ※複数オブジェ非対応
/// </summary>
void SetApproximation() {
GameObject target = Selection.activeObject as GameObject;
/* 近似値の計算 */
float sizeX = CommonEditorTools.GetObjSize().x;
float setX = Mathf.Round(target.transform.position.x / sizeX) * sizeX;
float sizeY = CommonEditorTools.GetObjSize().y;
float setY = Mathf.Round(target.transform.position.y / sizeY) * sizeY;
float sizeZ = CommonEditorTools.GetObjSize().z;
float setZ = Mathf.Round(target.transform.position.z / sizeZ) * sizeZ;
Vector3 result = new Vector3(setX, setY, setZ);
/* サイズが取得出来たか判定 */
if (!float.IsNaN(result.x) && !float.IsNaN(result.y) && !float.IsNaN(result.z)) {
target.transform.position = result;
} else {
Debug.LogWarning("[" + Selection.activeGameObject.name + "」にはMeshが含まれていません");
}
}
//================================================================================
/// <summary>
/// 選択オブジェが一つか判定
/// </summary>
/// <returns></returns>
bool CheckSelectionOne() {
if (Selection.objects.Length > 1) {
return false;
}
return true;
}
#endregion
//================================================================================
/* UIレイアウト */
#region -- UIレイアウト
//================================================================================
/// <summary>
/// 【UI】特殊移動関連
/// </summary>
void UIPositionEx() {
EditorGUILayout.HelpBox("【移動 - 特殊】", MessageType.None);
EditorGUILayout.BeginHorizontal();
{
if (GUILayout.Button("原点")) {
SetPosition(Vector3.zero);
}
GUI.enabled = CheckSelectionOne();
{
if (GUILayout.Button("近似値")) {
SetApproximation();
}
}
GUI.enabled = true;
}
EditorGUILayout.EndHorizontal();
}
//================================================================================
/// <summary>
/// 【UI】相対移動
/// </summary>
void UIAddPosition() {
EditorGUILayout.HelpBox("【移動 - 相対】", MessageType.None);
mChangePos = EditorGUILayout.FloatField("", mChangePos);
EditorGUILayout.BeginHorizontal();
{
if (GUILayout.Button("+X")) {
Vector3 trans = new Vector3(mChangePos, 0, 0);
AddPosition(trans);
}
if (GUILayout.Button("-X")) {
Vector3 trans = new Vector3(mChangePos * -1, 0, 0);
AddPosition(trans);
}
if (GUILayout.Button("+Y")) {
Vector3 trans = new Vector3(0, mChangePos, 0);
AddPosition(trans);
}
if (GUILayout.Button("-Y")) {
Vector3 trans = new Vector3(0, mChangePos * -1, 0);
AddPosition(trans);
}
if (GUILayout.Button("+Z")) {
Vector3 trans = new Vector3(0, 0, mChangePos);
AddPosition(trans);
}
if (GUILayout.Button("-Z")) {
Vector3 trans = new Vector3(0, 0, mChangePos * -1);
AddPosition(trans);
}
}
EditorGUILayout.EndHorizontal();
}
//================================================================================
/// <summary>
/// 【UI】パーツ幅移動
/// </summary>
void UIAddPositionParts() {
EditorGUILayout.HelpBox("【移動 - パーツ幅】", MessageType.None);
EditorGUILayout.BeginHorizontal();
{
GUI.enabled = CheckSelectionOne();
{
if (GUILayout.Button("+X")) {
AddPositionParts(eTypeDirection.pX);
}
if (GUILayout.Button("-X")) {
AddPositionParts(eTypeDirection.mX);
}
if (GUILayout.Button("+Y")) {
AddPositionParts(eTypeDirection.pY);
}
if (GUILayout.Button("-Y")) {
AddPositionParts(eTypeDirection.mY);
}
if (GUILayout.Button("+Z")) {
AddPositionParts(eTypeDirection.pZ);
}
if (GUILayout.Button("-Z")) {
AddPositionParts(eTypeDirection.mZ);
}
}
GUI.enabled = true;
}
EditorGUILayout.EndHorizontal();
}
//================================================================================
/// <summary>
/// 【UI】相対回転
/// </summary>
void UIAddRotation() {
EditorGUILayout.HelpBox("【回転 - 相対】", MessageType.None);
/* 指定値 */
mChangeRot = EditorGUILayout.FloatField("", mChangeRot);
EditorGUILayout.BeginHorizontal();
{
if (GUILayout.Button("+X")) {
Vector3 trans = new Vector3(mChangePos, 0, 0);
AddPosition(trans);
}
if (GUILayout.Button("-X")) {
Vector3 trans = new Vector3(mChangePos * -1, 0, 0);
AddPosition(trans);
}
if (GUILayout.Button("+Y")) {
Vector3 trans = new Vector3(0, mChangePos, 0);
AddPosition(trans);
}
if (GUILayout.Button("-Y")) {
Vector3 trans = new Vector3(0, mChangePos * -1, 0);
AddPosition(trans);
}
if (GUILayout.Button("+Z")) {
Vector3 trans = new Vector3(0, 0, mChangePos);
AddPosition(trans);
}
if (GUILayout.Button("-Z")) {
Vector3 trans = new Vector3(0, 0, mChangePos * -1);
AddPosition(trans);
}
EditorGUILayout.EndHorizontal();
/* 汎用回転 */
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("+90°")) {
Vector3 trans = new Vector3(0, 90.0f, 0);
AddRotate(trans);
}
if (GUILayout.Button("-90°")) {
Vector3 trans = new Vector3(0, -90.0f, 0);
AddRotate(trans);
}
if (GUILayout.Button("+180°")) {
Vector3 trans = new Vector3(0, 180.0f, 0);
AddRotate(trans);
}
}
EditorGUILayout.EndHorizontal();
}
//================================================================================
/// <summary>
/// 【UI】スケール
/// </summary>
void UISetScale() {
EditorGUILayout.HelpBox("【スケール】", MessageType.None);
EditorGUILayout.BeginHorizontal();
{
if (GUILayout.Button("x0.5")) {
Vector3 trans = new Vector3(0.5f, 0.5f, 0.5f);
SetScale(trans);
}
if (GUILayout.Button("x1")) {
Vector3 trans = Vector3.one;
SetScale(trans);
}
if (GUILayout.Button("x2")) {
Vector3 trans = new Vector3(2.0f, 2.0f, 2.0f);
SetScale(trans);
}
if (GUILayout.Button("x4")) {
Vector3 trans = new Vector3(4.0f, 4.0f, 4.0f);
SetScale(trans);
}
}
EditorGUILayout.EndHorizontal();
}
//================================================================================
/// <summary>
/// 【UI】反転
/// </summary>
void UIReversal() {
EditorGUILayout.HelpBox("【反転】", MessageType.None);
EditorGUILayout.BeginHorizontal();
{
if (GUILayout.Button("X反転")) {
Vector3 trans = new Vector3(-1.0f, 1.0f, 1.0f);
MultiScale(trans);
}
if (GUILayout.Button("Y反転")) {
Vector3 trans = new Vector3(1.0f, -1.0f, 1.0f);
MultiScale(trans);
}
if (GUILayout.Button("Z反転")) {
Vector3 trans = new Vector3(1.0f, 1.0f, -1.0f);
MultiScale(trans);
}
}
EditorGUILayout.EndHorizontal();
}
#endregion
}
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