Unity 编辑器扩展四 Gizmos辅助调试工具
参考Unity Editor 基础篇(五):Gizmos
【Unity 编辑器】扩展总结五:Gizmos辅助调试工具
Gizmos是用于在Scene场景视图中,可视化调试或辅助设置用的。所有Gizmo绘制需要在以下两个函数里完成:
OnDrawGizmos 每帧调用OnDrawGizmosSelected 仅在脚本附加的物体被选择时调用
using System.Collections;using System.Collections.Generic;using UnityEngine;public class MyGizmos : MonoBehaviour{ private void OnDrawGizmos() { Debug.Log("invocation in every frame"); } private void OnDrawGizmosSelected() { Debug.Log("you click on me!"); }}
将以上脚本挂到物体上,把鼠标放在Scene场景里,就能看到打印信息了。
一、Draw系列API
Gizmos.DrawCube() 绘制实体立方体Gizmos.DrawWireCube() 绘制立方体边框Gizmos.DrawRay() 绘制射线Gizmos.DrawLine() 绘制直线Gizmos.DrawIcon() 绘制Icon,Icon素材需要放在Gizmos文件夹中Gizmos.DrawFrustum() 绘制摄像机视椎体的视野范围
1.DrawWireSphere
public float areaRadius; private void OnDrawGizmos() { //绘制线框球体 Gizmos.DrawWireSphere(transform.position,areaRadius); Debug.Log("invocation in every frame"); }
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2.DrawLine
public float areaRadius; public float size; private void OnDrawGizmos() { Gizmos.DrawWireSphere(transform.position,areaRadius); Gizmos.DrawLine(transform.position,transform.position+transform.forward*size); Debug.Log("invocation in every frame"); }3.Mathf.Repeat
参考unity笔记3 - Mathf.Repeat and Mathf.PingPong
public static float Repeat(float t,float length); 循环值t,使输出不会大于等于length,也不会小于0。 //输入 012345678 //输出 012012012 for (int i = 0; i < 9; i++) { Debug.Log(Mathf.Repeat(i,3)); }
其实跟取模(%)的结果一样,但是取模的结果会有负数,Repeat的结果只会是整数
4.DrawSphere
public float areaRadius; public float size; public Vector3[] nodePoints; private void OnDrawGizmos() { Gizmos.DrawWireSphere(transform.position,areaRadius); Gizmos.color = Color.red; Gizmos.DrawLine(transform.position,transform.position+transform.forward*size); Gizmos.color = Color.blue; for (int i=0;i < nodePoints.Length;i ++) { Gizmos.DrawSphere(nodePoints, 0.5f); } for (int i = 0; i < nodePoints.Length;i++) { Gizmos.DrawLine(nodePoints, nodePoints[(int)Mathf.Repeat(i+1,nodePoints.Length)]); } }
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Gizmos.color作为全局的静态变量,为了防止这里的color修改会对其他地方的绘制造成影响,所以在绘制完Gizmos的时候,将Gizmos.color修改为原先的值。
private void OnDrawGizmosSelected() { var color = Gizmos.color; Gizmos.color = Color.white; Gizmos.DrawWireCube(transform.position, Vector3.one); Gizmos.color = color; }5.DrawIcon
Gizmos.DrawIcon(transform.position, "icon.png");
在Assets/Gizmos路径下放一个icon.png图片,就能在场景中看到
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6.Gizmos.DrawFrustum() 绘制摄像机视椎体的视野范围
实现场景中一直显示主摄像机的视野范围
private Camera mainCamera; private void OnDrawGizmos() { if(mainCamera == null) mainCamera = Camera.main; Gizmos.color = Color.green; //设置gizmos的矩阵 Gizmos.matrix = Matrix4x4.TRS(mainCamera.transform.position, mainCamera.transform.rotation, Vector3.one); Gizmos.DrawFrustum(Vector3.zero, mainCamera.fieldOfView, mainCamera.farClipPlane, mainCamera.nearClipPlane, mainCamera.aspect); }二、DrawGIzmos标签
在Scripts文件夹下新建一个表示业务逻辑的类TargetExample,将其挂载在场景中的对象身上。
在Editor文件夹内新建MyCustomOnDrawGizmos
using UnityEngine;using UnityEditor;public class GizmosTest{ //表示物体显示并且被选择的时候,绘制Gizmos //第一个参数需要指定目标类,目标类需要挂载在场景对象中 private static void MyCustomOnDrawGizmos(TargetExample target, GizmoType gizmoType) { var color = Gizmos.color; Gizmos.color = Color.white; //target为挂载该组件的对象 Gizmos.DrawCube(target.transform.position, Vector3.one); Gizmos.color = color; }}
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private static void MyCustomOnDrawGizmos(TargetExample target, GizmoType gizmoType)
这里指定了TargetExample 类型对象,由于其针对的是编辑器组件的方法,需要设置为Static方法。
GizmosType描述
Active 如果激活,则绘制SelectedOrChild 如果被选择或者选择子物体时,则绘制NotSelected 如果全没选择,则绘制Selected如果选择,则绘制Pickable在编辑器中gizmo可以被点选
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