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January 29, 2017 00:27
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ゲームオブジェクトの位置を揃える
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using UnityEngine; | |
using UnityEditor; | |
using System; | |
using System.Linq; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class AlignEditor : Editor { | |
[MenuItem("Editor/均等割り付け(X軸)")] | |
static void DistVert() | |
{ | |
int count = Selection.transforms.Length; | |
if (count < 3) | |
{ | |
return; | |
} | |
Transform[] transforms = Selection.transforms.OrderBy(a => a.position.x).ToArray(); | |
Undo.RecordObjects(transforms, "modify position"); | |
float min = transforms[0].position.x; | |
float max = transforms[count - 1].position.x; | |
float d = (max - min) / (count - 1); | |
for (int i = 1; i < count - 1; i++) | |
{ | |
var t = transforms[i]; | |
Vector3 p = t.position; | |
p.x = d * i + min; | |
t.position = p; | |
Undo.RegisterCompleteObjectUndo(t, ""); | |
} | |
} | |
[MenuItem("Editor/Y座標揃え")] | |
static void AlignAxisY() | |
{ | |
if (Selection.transforms.Length < 2) | |
{ | |
return; | |
} | |
Undo.RecordObjects(Selection.transforms, "modify position"); | |
float y = Selection.transforms[0].position.y; | |
foreach (var t in Selection.transforms) | |
{ | |
Vector3 p = t.position; | |
p.y = y; | |
t.position = p; | |
} | |
} | |
[MenuItem("Editor/X座標揃え")] | |
static void AlignAxisX() | |
{ | |
if (Selection.transforms.Length < 2) | |
{ | |
return; | |
} | |
Undo.RecordObjects(Selection.transforms, "modify position"); | |
float x = Selection.transforms[0].position.x; | |
foreach (var t in Selection.transforms) | |
{ | |
Vector3 p = t.position; | |
p.x = x; | |
t.position = p; | |
} | |
} | |
} |
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