32.Handles显示GUI

32.Scene窗口拓展-Handles-显示GUI


32.1 知识点

Scene中显示GUI

Handles.BeginGUI();
GUI相关代码
Handles.EndGUI();

private void OnSceneGUI()
{        
    Handles.BeginGUI();
    
    if(GUILayout.Button("测试按钮"))
    {
        Debug.Log("Scene中的按钮响应");
    }
    
    Handles.EndGUI();
}

获取Scene窗口大小

获取当前Scene窗口信息
SceneView.currentDrawingSceneView
它继承自EditorWindow,因此通过position就能得到它的大小

private void OnSceneGUI()
{      
    Handles.BeginGUI();
    
    // 获取当前Scene窗口信息
    // SceneView.currentDrawingSceneView
    // 它继承自EditorWindow,因此通过position就能得到它的大小
    
    // 得到宽高可以精确设置需要显示的控件在Scene窗口的哪里
    float w = SceneView.currentDrawingSceneView.position.width;
    float h = SceneView.currentDrawingSceneView.position.height;
    
    GUILayout.BeginArea(new Rect(w - 100, h - 100, 100, 100));
    GUILayout.Label("测试文本控件显示");
    
    if (GUILayout.Button("测试按钮"))
    {
        Debug.Log("Scene中的按钮响应");
    }
    
    GUILayout.EndArea();

    Handles.EndGUI();
}

Handles更多内容

官方文档:Handles


32.2 知识点代码

Lesson32_Scene窗口拓展_Handles_显示GUI

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Lesson32_Scene窗口拓展_Handles_显示GUI : MonoBehaviour
{
    void Start()
    {
        #region 知识点一 Scene中显示GUI

        //Handles.BeginGUI();
        //GUI相关代码
        //Handles.EndGUI();

        #endregion

        #region 知识点二 获取Scene窗口大小

        //获取当前Scene窗口信息
        //SceneView.currentDrawingSceneView
        //它继承自EditorWindow,因此通过position就能得到它的大小

        #endregion

        #region 知识点三 Handles更多内容

        //https://docs.unity3d.com/ScriptReference/Handles.html

        #endregion
    }
}

TestSceneMonoEditor

using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;

[CustomEditor(typeof(TestSceneMono))]
public class TestSceneMonoEditor : Editor
{
    private TestSceneMono testSceneMono;

    private void OnEnable()
    {
        testSceneMono = target as TestSceneMono;
    }


    private void OnSceneGUI()
    {
        //选中挂载TestSceneMono的对象会打印
        // Debug.Log("Scene窗口拓展相关逻辑");

        #region Lesson28_Scene窗口拓展_Handles_文本线段虚线

        //颜色
        Handles.color = new Color(0, 1, 0, 1f);

        //文本
        Handles.Label(testSceneMono.transform.position, "测试文本显示");

        //线段
        Handles.DrawLine(testSceneMono.transform.position,
            testSceneMono.transform.position + testSceneMono.transform.right * 5, 5);

        //虚线
        Handles.color = new Color(0, 0, 1, 1f);
        Handles.DrawDottedLine(testSceneMono.transform.position,
            testSceneMono.transform.position + testSceneMono.transform.forward * 5, 5);

        #endregion

        #region Lesson29_Scene窗口拓展_Handles_弧线圆立方体几何体

        //弧线(圆弧)
        Handles.color = Color.white;
        //如果向圆弧跟着对象动,第二个参数传入本地坐标 例如testSceneMono.transform.up,
        Handles.DrawWireArc(testSceneMono.transform.position, Vector3.up, testSceneMono.transform.forward, 30, 5);
        // Handles.DrawSolidArc(testSceneMono.transform.position, Vector3.up, testSceneMono.transform.forward, 30, 4);
        //向左旋转15度 这样以人物正前方为等分
        Handles.DrawSolidArc(testSceneMono.transform.position, testSceneMono.transform.up,
            Quaternion.Euler(0, -15, 0) * testSceneMono.transform.forward, 30, 4);


        //圆
        Handles.color = Color.gray;
        Handles.DrawSolidDisc(testSceneMono.transform.position, testSceneMono.transform.up, 2);
        Handles.DrawWireDisc(testSceneMono.transform.position, testSceneMono.transform.up, 3);

        //立方体
        Handles.color = Color.red;
        Handles.DrawWireCube(testSceneMono.transform.position, Vector3.one);


        //几何体
        //(0,0,0)
        //(1,0,0)
        //(1,0,1)
        //(0,0,z)
        Handles.DrawAAConvexPolygon(Vector3.zero, Vector3.right, Vector3.right + Vector3.forward, Vector3.forward);

        #endregion

        #region Lesson30_Scene窗口拓展_Handles_移动旋转缩放

        //移动
        //可以在选择其他默认不显示移动坐标轴工具栏也显示移动轴 以下两个API作用一致
        //注意:假如传入Vector.zero 或者 Quaternion.identity这种写死的全局值,移动轴是不会跟着对象动的
        testSceneMono.transform.position =
            Handles.DoPositionHandle(testSceneMono.transform.position, testSceneMono.transform.rotation);
        //testSceneMono.transform.position = Handles.PositionHandle(testSceneMono.transform.position, testSceneMono.transform.rotation);

        //旋转
        testSceneMono.transform.rotation =
            Handles.DoRotationHandle(testSceneMono.transform.rotation, testSceneMono.transform.position);
        //testSceneMono.transform.rotation = Handles.RotationHandle(testSceneMono.transform.rotation, testSceneMono.transform.position);


        //缩放
        //最后一个参数的括号中传入Vector3.zero的话,缩放轴不会变化,传入testSceneMono.transform.position缩放轴长短会随对象位置变化
        testSceneMono.transform.localScale = Handles.DoScaleHandle(testSceneMono.transform.localScale,
            testSceneMono.transform.position, testSceneMono.transform.rotation,
            HandleUtility.GetHandleSize(testSceneMono.transform.position));

        //testSceneMono.transform.localScale = Handles.ScaleHandle(testSceneMono.transform.localScale, testSceneMono.transform.position, testSceneMono.transform.rotation,
        //                                                 HandleUtility.GetHandleSize(Vector3.zero));

        #endregion

        #region Lesson31_Scene窗口拓展_Handles_自由移动自由旋转

        //自由移动
        //会始终绘制一个矩形对着摄像机 鼠标按下在矩形范围内可以自由移动对象
        testSceneMono.transform.position = Handles.FreeMoveHandle(testSceneMono.transform.position,
            HandleUtility.GetHandleSize(testSceneMono.transform.position),
            Vector3.one * 5, Handles.RectangleHandleCap);

        //自由旋转
        //会始终绘制一个圆形对着摄像机 鼠标按下在圆形范围内可以自由旋转对象
        testSceneMono.transform.rotation = Handles.FreeRotateHandle(testSceneMono.transform.rotation, Vector3.zero,
            HandleUtility.GetHandleSize(Vector3.zero));

        #endregion

        #region Lesson32_Scene窗口拓展_Handles_显示GUI

        Handles.BeginGUI();

        if (GUILayout.Button("测试按钮"))
        {
            Debug.Log("Scene中的按钮响应");
        }

        //得到宽高可以精确设置需要显示的控件在Scene窗口的哪里
        float w = SceneView.currentDrawingSceneView.position.width;
        float h = SceneView.currentDrawingSceneView.position.height;

        GUILayout.BeginArea(new Rect(w - 100, h - 100, 100, 100));
        GUILayout.Label("测试文本控件显示");
        if (GUILayout.Button("测试按钮"))
        {
            Debug.Log("Scene中的按钮响应");
        }

        GUILayout.EndArea();

        Handles.EndGUI();

        #endregion
    }
}


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