Project_WL/Assets/Editor/MyEditorUtil.cs

527 lines
19 KiB
C#

using System.Collections.Generic;
using System.IO;
using TMPro;
using UnityEditor;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.UI;
using static UnityEngine.Rendering.DebugUI;
using Button = UnityEngine.UI.Button;
public static class MyEditorUtil
{
struct TransformData
{
public Vector3 localPosition;
public Quaternion localRotation;
public Vector3 localScale;
public TransformData(Vector3 localPosition, Quaternion localRotation, Vector3 localScale)
{
this.localPosition = localPosition;
this.localRotation = localRotation;
this.localScale = localScale;
}
}
private static TransformData _data;
[MenuItem("Edit/Copy Transform Values &c", false, -101)]
public static void CopyTransformValues()
{
if (Selection.gameObjects.Length == 0) return;
var selectionTr = Selection.gameObjects[0].transform;
_data = new TransformData(selectionTr.localPosition, selectionTr.localRotation, selectionTr.localScale);
}
[MenuItem("Edit/Paste Transform Values &v", false, -101)]
public static void PasteTransformValues()
{
foreach (var selection in Selection.gameObjects)
{
Transform selectionTr = selection.transform;
Undo.RecordObject(selectionTr, "Paste Transform Values");
selectionTr.localPosition = _data.localPosition;
selectionTr.localRotation = _data.localRotation;
selectionTr.localScale = _data.localScale;
}
}
[MenuItem("Edit/Del All Child", false, -102)]
public static void DelAllChild()
{
foreach (var selection in Selection.gameObjects)
{
Transform selectionTr = selection.transform;
for (int i = 0; i < selectionTr.childCount; i++)
{
GameObject.DestroyImmediate(selectionTr.GetChild(i).gameObject);
--i;
}
}
}
[MenuItem("Edit/Set Mob Data", false, -103)]
public static void SetMobData()
{ // 설정된 몹 프리팹을 지우고 몹 데이터만 남긴다. 해당 데이터로 게임 내에서 몹을 동적 로딩한다.
foreach (var selection in Selection.gameObjects)
{
var mobs = selection.GetComponentsInChildren<Actor>();
var dic_wave = new Dictionary<string, LoadMobData>();
for (int i = 0; i < mobs.Length; i++)
{
var parent = mobs[i].transform.parent;
if (!dic_wave.ContainsKey(parent.name))
{
var loaddata = parent.GetComponent<LoadMobData>();
if (loaddata == null) loaddata = parent.gameObject.AddComponent<LoadMobData>();
dic_wave.Add(parent.name, loaddata);
}
var detaildata = new LoadMobDetailData
{
m_Position = mobs[i].transform.position,
m_Rotation = mobs[i].transform.rotation,
m_Role = mobs[i].m_Role,
m_SubRole = mobs[i].m_SubRole,
m_MagicID = (mobs[i] as MobActor).MagicID,
};
if (mobs[i].name.Contains("("))
{
var split = mobs[i].name.Split(' ');
detaildata.m_PrefabName = "";
if (split.Length == 2)
detaildata.m_PrefabName = split[0];
else
for (int j = 0; j < split.Length - 1; j++)
{
if (j == split.Length - 2)
detaildata.m_PrefabName += split[j];
else
detaildata.m_PrefabName += split[j] + " ";
}
}
else
detaildata.m_PrefabName = mobs[i].name;
var witch = mobs[i] as WitchEnemyActor;
if (witch != null)
detaildata.list_MagicID = witch.list_MagicID;
dic_wave[parent.name].list_mobdata.Add(detaildata);
GameObject.DestroyImmediate(mobs[i].gameObject);
}
}
}
[MenuItem("Edit/Optimize Mesh", false, -104)]
public static void OptimizeMesh()
{ // 메쉬 렌더러를 찾아서 최적화 한다.
if (Selection.activeObject)
{
var meshrenderer = (Selection.activeObject as GameObject).GetComponentsInChildren<MeshRenderer>();
for (int i = 0; i < meshrenderer.Length; i++)
{
if (meshrenderer[i].tag.Equals("Untagged"))
{
var om = meshrenderer[i].GetComponent<OptimizeMesh>();
if (om == null) om = meshrenderer[i].gameObject.AddComponent<OptimizeMesh>();
om.Start();
om.DecimateMesh_byPath();
om.SaveMesh("Assets/ResWork/Optimized/");
GameObject.DestroyImmediate(om);
}
}
EditorUtility.DisplayDialog("메시 최적화", "완료", "알았다");
}
}
[MenuItem("Edit/GetFolderFileNames", false, -105)]
public static void GetFolderFileNames()
{
DirectoryInfo di = new DirectoryInfo("Assets/ResWork/UIPrefabs/Title");
var ext = ".prefab"; // ".mat";
var filenames = "";
foreach (FileInfo file in di.GetFiles("*" + ext))
filenames += file.Name.Replace(ext, "") + "\n";
Debug.Log(filenames);
}
private static List<ObjectSettings> objectSettingsList = new List<ObjectSettings>();
[MenuItem("Edit/MobSetting &s", false, -1001)]
static void MobSetting()
{
var selectedObjects = Selection.gameObjects;
foreach (var go in selectedObjects)
{
var ma = go.GetComponent<MobActor>();
if (ma == null) ma = go.AddComponent<MobActor>();
var m_bc = go.GetComponent<BoxCollider>();
if (m_bc == null) m_bc = go.AddComponent<BoxCollider>();
var longd = go.GetComponent<NoSeeLongDMob>();
if (longd == null) go.AddComponent<NoSeeLongDMob>();
CommonSetting(go, ObstacleAvoidanceType.LowQualityObstacleAvoidance, 0, "Actor");
}
}
[MenuItem("Edit/PetSetting", false, -1002)]
static void PetSetting()
{
var selectedObjects = Selection.gameObjects;
foreach (var go in selectedObjects)
{
var ma = go.GetComponent<PetActor>();
if (ma == null) ma = go.AddComponent<PetActor>();
ma.m_Role = eRole.Pet;
CommonSetting(go, ObstacleAvoidanceType.NoObstacleAvoidance, 99, "Actor");
}
}
[MenuItem("Edit/PCSetting", false, -1003)]
static void PCSetting()
{
var selectedObjects = Selection.gameObjects;
foreach (var go in selectedObjects)
{
// 프리팹 에셋 경로 가져오기
string prefabPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(go);
// Prefab인지 확인
if (!string.IsNullOrEmpty(prefabPath))
{
// Prefab Asset 가져오기
var prefabAsset = PrefabUtility.LoadPrefabContents(prefabPath);
var ma = prefabAsset.GetComponent<WizardActor>();
if (ma == null) ma = prefabAsset.AddComponent<WizardActor>();
ma.m_Role = eRole.PC;
var navmesh = prefabAsset.GetComponent<NavMeshAgent>();
if (navmesh == null) navmesh = prefabAsset.AddComponent<NavMeshAgent>();
navmesh.speed = 6f;
navmesh.angularSpeed = 300f;
navmesh.acceleration = 140f;
navmesh.stoppingDistance = 4f;
navmesh.autoBraking = true;
navmesh.radius = 0.4f;
navmesh.height = 2f;
navmesh.avoidancePriority = 50;
navmesh.obstacleAvoidanceType = ObstacleAvoidanceType.LowQualityObstacleAvoidance;
Set_CommonRigidBody(prefabAsset, "Actor");
var cc = prefabAsset.GetComponent<CapsuleCollider>();
if (cc == null) cc = prefabAsset.AddComponent<CapsuleCollider>();
cc.center = Vector3.up * 0.79f;
cc.radius = 0.55f;
cc.height = 1.58f;
cc.direction = 1;
var pcactor = prefabAsset.GetComponent<PCActor>();
List<Transform> list_tr = new List<Transform>();
// 프리팹 내부 수정
var wristL = FindDeepChild(prefabAsset.transform, "Wrist_L");
var wristR = FindDeepChild(prefabAsset.transform, "Wrist_R");
if (wristL != null)
{
var strName = "w_shield";
var shield = FindDeepChild(prefabAsset.transform, strName);
if (shield == null) shield = new GameObject(strName).transform;
shield.parent = wristL;
shield.localPosition = new Vector3(0.1238701f, -0.02092049f, -0.1054159f);
shield.localEulerAngles = new Vector3(32.28088f, 2.733658f, 4.798194f);
shield.localScale = Vector3.one * 0.5f;
list_tr.Add(shield);
}
if (wristR != null)
{
var strName = "w_righthand";
var mace = FindDeepChild(prefabAsset.transform, strName);
if (mace == null) mace = new GameObject(strName).transform;
mace.parent = wristR;
mace.localPosition = new Vector3(-0.04300008f, 0.02999998f, -0.01899974f);
mace.localEulerAngles = new Vector3(-85.83548f, -95.7005f, -3.785309f);
mace.localScale = Vector3.one * 0.8958604f;
list_tr.Add(mace);
}
if (wristR != null)
{
var strName = "w_onehand";
var onehand = FindDeepChild(prefabAsset.transform, strName);
if (onehand == null) onehand = new GameObject(strName).transform;
onehand.parent = wristR;
onehand.localPosition = new Vector3(-0.0546f, -0.001f, -0.0271f);
onehand.localEulerAngles = new Vector3(0f, 107.83f, 0f);
onehand.localScale = Vector3.one * 0.8f;
list_tr.Add(onehand);
}
if (wristL != null)
{
var strName = "w_bladedancer_l";
var bd_l = FindDeepChild(prefabAsset.transform, strName);
if (bd_l == null) bd_l = new GameObject(strName).transform;
bd_l.parent = wristL;
bd_l.localPosition = new Vector3(0.0413f, 0.015f, 0.0255f);
bd_l.localEulerAngles = new Vector3(6.747354f, -168.0254f, 157.2563f);
bd_l.localScale = Vector3.one;
list_tr.Add(bd_l);
}
if (wristR != null)
{
var strName = "w_bladedancer_r";
var bd_r = FindDeepChild(prefabAsset.transform, strName);
if (bd_r == null) bd_r = new GameObject(strName).transform;
bd_r.parent = wristR;
bd_r.localPosition = new Vector3(-0.0546f, -0.001f, -0.0271f);
bd_r.localEulerAngles = new Vector3(0f, 107.83f, 0f);
bd_r.localScale = Vector3.one * 0.8f;
list_tr.Add(bd_r);
}
if (wristR != null)
{
var strName = "w_orb";
var bd_r = FindDeepChild(prefabAsset.transform, strName);
if (bd_r == null) bd_r = new GameObject(strName).transform;
bd_r.parent = wristR;
bd_r.localPosition = new Vector3(-0.05439695f, -0.00136376f, -0.02748983f);
bd_r.localEulerAngles = new Vector3(-1.791351f, 107.4387f, 1.349683f);
bd_r.localScale = Vector3.one * 0.1f;
list_tr.Add(bd_r);
}
if (wristL != null)
{
var strName = "w_archer_l";
var bow_l = FindDeepChild(prefabAsset.transform, strName);
if (bow_l == null) bow_l = new GameObject(strName).transform;
bow_l.parent = wristL;
bow_l.localPosition = new Vector3(0.069f, -0.01f, 0.034f);
bow_l.localEulerAngles = new Vector3(-2.139496f, 176.8664f, -3.480011f);
bow_l.localScale = Vector3.one * 1.3f;
list_tr.Add(bow_l);
}
pcactor.tfs_weapon = list_tr.ToArray();
// 수정한 프리팹 저장
PrefabUtility.SaveAsPrefabAsset(prefabAsset, prefabPath);
PrefabUtility.UnloadPrefabContents(prefabAsset);
}
else
{
Debug.LogError($"{go.name}은(는) 프리팹 인스턴스가 아닙니다!");
}
}
}
static Transform FindDeepChild(Transform parent, string name)
{
foreach (Transform child in parent)
{
if (child.name == name)
return child;
var result = FindDeepChild(child, name);
if (result != null)
return result;
}
return null;
}
static void CommonSetting(GameObject go, ObstacleAvoidanceType avoid, int avoidancePriority, string layer)
{
Set_Collideer(go);
var navmesh = go.GetComponent<NavMeshAgent>();
if (navmesh == null) navmesh = go.AddComponent<NavMeshAgent>();
navmesh.speed = 4.5f;
navmesh.angularSpeed = 300f;
navmesh.acceleration = 140f;
navmesh.stoppingDistance = 0.1f;
navmesh.autoBraking = true;
navmesh.radius = 0.25f;
navmesh.avoidancePriority = avoidancePriority;
navmesh.obstacleAvoidanceType = avoid;
Set_CommonRigidBody(go, layer);
}
static void Set_CommonRigidBody(GameObject go, string layer)
{
go.layer = LayerMask.NameToLayer(layer);
var rigidbody = go.GetComponent<Rigidbody>();
if (rigidbody == null) rigidbody = go.AddComponent<Rigidbody>();
rigidbody.useGravity = false;
rigidbody.mass = 1;
rigidbody.drag = 0;
rigidbody.angularDrag = 0.05f;
rigidbody.automaticCenterOfMass = true;
rigidbody.automaticInertiaTensor = true;
rigidbody.collisionDetectionMode = CollisionDetectionMode.Discrete;
rigidbody.constraints = RigidbodyConstraints.FreezeAll;
}
private static void UpdateAllObjects()
{
for (int i = objectSettingsList.Count - 1; i >= 0; i--)
{
var settings = objectSettingsList[i];
if (settings.tick < 0)
{
var bounds = settings.m_smr.bounds;
settings.m_bc.center = bounds.center;
settings.m_bc.size = bounds.size + Vector3.up;
settings.m_smr.updateWhenOffscreen = false;
settings.go.transform.localScale = settings.m_Scale;
objectSettingsList.RemoveAt(i);
}
else
{
settings.tick--;
}
}
if (objectSettingsList.Count == 0)
{
EditorApplication.update -= UpdateAllObjects;
}
}
private class ObjectSettings
{
public GameObject go;
public Vector3 m_Scale;
public BoxCollider m_bc;
public SkinnedMeshRenderer m_smr;
public int tick;
}
[MenuItem("Edit/WorkerSetting", false, -1000)]
static void WorkerSetting()
{
foreach (var selectedObject in Selection.objects)
{
var go = selectedObject as GameObject;
if (go == null) continue;
var wa = go.GetComponent<WorkerActor>();
if (wa == null) wa = go.AddComponent<WorkerActor>();
CommonSetting(go, ObstacleAvoidanceType.NoObstacleAvoidance, 99, "Default");
}
}
[MenuItem("Edit/SetCollider", false, -2000)]
static void SetCollider()
{
foreach (var go in Selection.gameObjects)
Set_Collideer(go);
}
static void Set_Collideer(GameObject go)
{
var objData = new ObjectSettings { go = go, m_Scale = go.transform.localScale, tick = 10 };
go.transform.localScale = Vector3.one;
var m_bc = go.GetComponent<BoxCollider>();
if (m_bc == null) m_bc = go.AddComponent<BoxCollider>();
objData.m_bc = m_bc;
var rds = go.GetComponentsInChildren<SkinnedMeshRenderer>();
SkinnedMeshRenderer m_smr = null;
if (rds.Length == 1) m_smr = rds[0];
else
{
for (int i = 0; i < rds.Length; i++)
{
if (rds[i].name.ToLower().Contains("skin"))
{
m_smr = rds[i];
break;
}
}
if (m_smr == null) m_smr = rds[0];
}
m_smr.updateWhenOffscreen = true;
objData.m_smr = m_smr;
objectSettingsList.Add(objData);
EditorApplication.update += UpdateAllObjects;
}
[MenuItem("Tools/Del_AddrResource")]
static void Del_AddrResource()
{
bool result = EditorUtility.DisplayDialog(
"경고!", // 제목
"모든 어드레서블 데이터를 삭제하시겠습니까?", // 메시지
"확인", // 확인 버튼
"취소" // 취소 버튼
);
if (result)
{
Caching.ClearCache();
EditorUtility.DisplayDialog("알림", "삭제 완료", "확인");
}
}
//[MenuItem("Edit/Find All Particle", false, -103)]
//public static void FindAllParticle()
//{
// foreach (var selection in Selection.gameObjects)
// {
// var pats = selection.transform.GetComponentsInChildren<ParticleSystem>();
// for (int i = 0; i < pats.Length; i++)
// Debug.Log(pats[i].name);
// }
//}
//[MenuItem("Ino/Test %g")]
//static void Ino_Test()
//{
// ModelImporter modelImporter = (ModelImporter)AssetImporter.GetAtPath("Assets/ResWork/Quirky Series Vol.1 [v1.3]/Arctic Vol.1/Animations/Penguin_Animations.fbx");
// for (int i = 0; i < modelImporter.clipAnimations.Length; i++)
// {
// switch(modelImporter.clipAnimations[i].name)
// {
// case "Attack":
// break;
// }
// }
//}
//[MenuItem("Ino/Test")]
//static void FindHUD()
//{
// Debug.Log("시작");
// for (int i = 0; i < Selection.gameObjects.Length; i++)
// {
// var hud = Selection.gameObjects[i].transform.Find("HUD");
// if (hud == null) Debug.Log(Selection.gameObjects[i]);
// }
// Debug.Log("끝");
//}
//[MenuItem("Ino/Bip001 to Bip002")]
//static void ChangeBip01Bip02()
//{
// var tf = Selection.activeGameObject.transform;
// ChangeName(tf);
//}
// 자식까지 포함해서 레이어를 재귀적으로 설정하는 함수
}