我想使用GetComponent。此脚本不附加到任何Gameobject:
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;
}
}
}
在这个脚本中我还添加了一个公共方法
public GameObject TerrainObjects(GameObject gameobject)
{
return gameobject;
}
我想从另一个脚本访问这个方法TerrainObjects:
此脚本附加到GameObject:
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 ()
{
}
}
我试图输入tile或TileMap或TileMapEditor,但它不存在。 所以我不能制作这个剧本的Getcomponent。
在开始时我尝试输入:
GetComponent<tile>
但我无法访问TileMapEditor。
有没有办法获得它? 如果它的编辑器类型脚本应该附加到与TerrainObjects脚本相同的游戏对象上?
我不希望TileMapEditor仅在场景中的游戏中工作。
答案 0 :(得分:1)
我认为这是一个编辑器插件。对于从Editor
继承的脚本,不应该TileMapEditor
。您需要使用Resources.FindObjectsOfTypeAll
查找TerrainObjects
,然后调用其函数(TileMap
)。
如果有0
的一个实例,请使用索引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");
}
来调用该函数。如果有很多,那么循环它们并调用它们的函数。
TileMapEditor
修改强>:
TerrainObjects脚本中不存在TileMapEditor。
请不要理解,但请记住,您的CBX.Unity.Editors.Editor
脚本位于名为&#34; TileMapEditor
&#34;的另一个名称空间中。您必须在任何将访问using CBX.Unity.Editors.Editor;
的脚本中导入该命名空间。
只需将TileMapEditor
添加到将访问<form action="/antiforgery/test" method="POST">
@Html.AntiForgeryToken()
<input name="Field" value="Test"/>
<input type="submit"/>
</form>
脚本的每个脚本的顶部。