• 【Unity3D编辑器开发】Unity3D中实现Transform组件拓展,快速复制、粘贴、复原【非常实用】


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    大家好,我是佛系工程师☆恬静的小魔龙☆,不定时更新Unity开发技巧,觉得有用记得一键三连哦。

    一、前言

    在开发中,常常会遇到频繁复制粘贴物体的坐标、旋转、缩放的操作。

    使用Unity自带的组件复制粘贴比较麻烦:
    复制:
    在这里插入图片描述
    粘贴:
    在这里插入图片描述
    还有一些需要复制位置、旋转、缩放的值到到代码中,如果一个一个复制粘贴非常麻烦,还要一些需要复制添加自定义文本,也很不方便。

    所以,就开发了一个小工具,来提升开发效率。

    二、正文

    2-1、实现快速复制/粘贴,位置/旋转/缩放功能

    效果图:
    在这里插入图片描述
    在Editor文件夹中新建脚本,随便命名,然后编辑代码:

    using UnityEngine;
    using UnityEditor;
    using System.Text;
    using static UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle;
    using static UnityEngine.UI.Image;
    
    [CanEditMultipleObjects]
    [CustomEditor(typeof(Transform), true)]
    public class TransformEditor : Editor
    {
        static public TransformEditor instance;
    
        //当前的本地坐标
        SerializedProperty mPos;
        //当前的本地旋转
        SerializedProperty mRot;
        //当前的本地缩放
        SerializedProperty mScale;
    
        void OnEnable()
        {
            instance = this;
    
            if (this)
            {
                try
                {
                    var so = serializedObject;
                    mPos = so.FindProperty("m_LocalPosition");
                    mRot = so.FindProperty("m_LocalRotation");
                    mScale = so.FindProperty("m_LocalScale");
                }
                catch { }
            }
        }
    
        void OnDestroy() { instance = null; }
    
        /// 
        /// Draw the inspector widget.绘制inspector小部件。
        /// 
        public override void OnInspectorGUI()
        {
            //设置label的宽度
            EditorGUIUtility.labelWidth = 15f;
    
            serializedObject.Update();
    
            DrawPosition();
            DrawRotation();
            DrawScale();
            DrawCopyAndPaste();
    
            serializedObject.ApplyModifiedProperties();
        }
    
    
        void DrawCopyAndPaste()
        {
            GUILayout.BeginHorizontal();
            bool reset = GUILayout.Button("Copy");
            bool reset2 = GUILayout.Button("Paste");
            GUILayout.EndHorizontal();
    
            if (reset)
            {
                //把数值打印出来
                var select = Selection.activeGameObject;
                if (select == null)
                    return;
                //Debug.Log(select.name+"("+ mPos.vector3Value.x.ToString()+ ","+ mPos.vector3Value.y.ToString() + ","+ mPos.vector3Value.z.ToString() + ")");
                //Debug.Log(select.name + mRot.quaternionValue);
                //Debug.Log(select.name + "(" + mScale.vector3Value.x.ToString() + "," + mScale.vector3Value.y.ToString() + "," + mScale.vector3Value.z.ToString() + ")");
    
                StringBuilder s = new StringBuilder();
                s.Append("TransformInspector_" + "(" + mPos.vector3Value.x.ToString() + "," + mPos.vector3Value.y.ToString() + "," + mPos.vector3Value.z.ToString() + ")" + "_");
                s.Append(mRot.quaternionValue + "_");
                s.Append("(" + mScale.vector3Value.x.ToString() + "," + mScale.vector3Value.y.ToString() + "," + mScale.vector3Value.z.ToString() + ")");
                //添加到剪贴板
                UnityEngine.GUIUtility.systemCopyBuffer = s.ToString();
            }
            if (reset2)
            {
                //把数值打印出来
                //Debug.Log(UnityEngine.GUIUtility.systemCopyBuffer);
                string s = UnityEngine.GUIUtility.systemCopyBuffer;
                string[] sArr = s.Split('_');
                if (sArr[0] != "TransformInspector")
                {
                    Debug.LogError("未复制Transform组件内容!Transform component content not copied!");
                    return;
                }
                //Debug.Log("Pos:" + sArr[1]);
                //Debug.Log("Rot:" + sArr[2]);
                //Debug.Log("Scale:" + sArr[3]);
                try
                {
                    mPos.vector3Value = ParseV3(sArr[1]);
                    mRot.quaternionValue = new Quaternion() { x = ParseV4(sArr[2]).x, y = ParseV4(sArr[2]).y, z = ParseV4(sArr[2]).z, w = ParseV4(sArr[2]).w };
                    mScale.vector3Value = ParseV3(sArr[3]);
                }
                catch (System.Exception ex)
                {
                    Debug.LogError(ex);
                    return;
                }
    
            }
        }
        /// 
        /// String To Vector3
        /// 
        /// 
        /// 
        Vector3 ParseV3(string strVector3)
        {
            strVector3 = strVector3.Replace("(", "").Replace(")", "");
            string[] s = strVector3.Split(',');
            return new Vector3(float.Parse(s[0]), float.Parse(s[1]), float.Parse(s[2]));
        }
        /// 
        /// String To Vector4
        /// 
        /// 
        /// 
        Vector4 ParseV4(string strVector4)
        {
            strVector4 = strVector4.Replace("(", "").Replace(")", "");
            string[] s = strVector4.Split(',');
            return new Vector4(float.Parse(s[0]), float.Parse(s[1]), float.Parse(s[2]), float.Parse(s[3]));
        }
        #region Position 位置
        void DrawPosition()
        {
            GUILayout.BeginHorizontal();
            EditorGUILayout.PropertyField(mPos.FindPropertyRelative("x"));
            EditorGUILayout.PropertyField(mPos.FindPropertyRelative("y"));
            EditorGUILayout.PropertyField(mPos.FindPropertyRelative("z"));
            bool reset = GUILayout.Button("P", GUILayout.Width(20f));
    
            GUILayout.EndHorizontal();
    
            if (reset) mPos.vector3Value = Vector3.zero;
        }
        #endregion
        #region Scale 缩放
        void DrawScale()
        {
            GUILayout.BeginHorizontal();
            {
                EditorGUILayout.PropertyField(mScale.FindPropertyRelative("x"));
                EditorGUILayout.PropertyField(mScale.FindPropertyRelative("y"));
                EditorGUILayout.PropertyField(mScale.FindPropertyRelative("z"));
                bool reset = GUILayout.Button("S", GUILayout.Width(20f));
                if (reset) mScale.vector3Value = Vector3.one;
            }
            GUILayout.EndHorizontal();
        }
        #endregion
        #region Rotation is ugly as hell... since there is no native support for quaternion property drawing 旋转是丑陋的地狱。。。因为四元数属性绘图没有本地支持
        enum Axes : int
        {
            None = 0,
            X = 1,
            Y = 2,
            Z = 4,
            All = 7,
        }
    
        Axes CheckDifference(Transform t, Vector3 original)
        {
            Vector3 next = t.localEulerAngles;
    
            Axes axes = Axes.None;
    
            if (Differs(next.x, original.x)) axes |= Axes.X;
            if (Differs(next.y, original.y)) axes |= Axes.Y;
            if (Differs(next.z, original.z)) axes |= Axes.Z;
            return axes;
        }
    
        Axes CheckDifference(SerializedProperty property)
        {
            Axes axes = Axes.None;
    
            if (property.hasMultipleDifferentValues)
            {
                Vector3 original = property.quaternionValue.eulerAngles;
    
                foreach (Object obj in serializedObject.targetObjects)
                {
                    axes |= CheckDifference(obj as Transform, original);
                    if (axes == Axes.All) break;
                }
            }
            return axes;
        }
    
        /// 
        /// Draw an editable float field. 绘制可编辑的浮动字段。
        /// 
        /// Whether to replace the value with a dash 是否将值替换为破折号
        /// Whether the value should be greyed out or not 值是否应灰显
        static bool FloatField(string name, ref float value, bool hidden, GUILayoutOption opt)
        {
            float newValue = value;
            GUI.changed = false;
    
            if (!hidden)
            {
                newValue = EditorGUILayout.FloatField(name, newValue, opt);
            }
            else
            {
                float.TryParse(EditorGUILayout.TextField(name, "--", opt), out newValue);
            }
    
            if (GUI.changed && Differs(newValue, value))
            {
                value = newValue;
                return true;
            }
            return false;
        }
    
        /// 
        /// Because Mathf.Approximately is too sensitive.因为数学近似值太敏感了。
        /// 
        static bool Differs(float a, float b) { return Mathf.Abs(a - b) > 0.0001f; }
    
        /// 
        /// 注册Undo
        /// 
        /// 
        /// 
        static public void RegisterUndo(string name, params Object[] objects)
        {
            if (objects != null && objects.Length > 0)
            {
                UnityEditor.Undo.RecordObjects(objects, name);
    
                foreach (Object obj in objects)
                {
                    if (obj == null) continue;
                    EditorUtility.SetDirty(obj);
                }
            }
        }
    
        /// 
        /// 角度处理
        /// 
        /// 
        /// 
        static public float WrapAngle(float angle)
        {
            while (angle > 180f) angle -= 360f;
            while (angle < -180f) angle += 360f;
            return angle;
        }
    
        void DrawRotation()
        {
            GUILayout.BeginHorizontal();
            {
                Vector3 visible = (serializedObject.targetObject as Transform).localEulerAngles;
    
                visible.x = WrapAngle(visible.x);
                visible.y = WrapAngle(visible.y);
                visible.z = WrapAngle(visible.z);
    
                Axes changed = CheckDifference(mRot);
                Axes altered = Axes.None;
    
                GUILayoutOption opt = GUILayout.MinWidth(30f);
    
                if (FloatField("X", ref visible.x, (changed & Axes.X) != 0, opt)) altered |= Axes.X;
                if (FloatField("Y", ref visible.y, (changed & Axes.Y) != 0, opt)) altered |= Axes.Y;
                if (FloatField("Z", ref visible.z, (changed & Axes.Z) != 0, opt)) altered |= Axes.Z;
                bool reset = GUILayout.Button("R", GUILayout.Width(20f));
    
                if (reset)
                {
                    mRot.quaternionValue = Quaternion.identity;
                }
                else if (altered != Axes.None)
                {
                    RegisterUndo("Change Rotation", serializedObject.targetObjects);
    
                    foreach (Object obj in serializedObject.targetObjects)
                    {
                        Transform t = obj as Transform;
                        Vector3 v = t.localEulerAngles;
    
                        if ((altered & Axes.X) != 0) v.x = visible.x;
                        if ((altered & Axes.Y) != 0) v.y = visible.y;
                        if ((altered & Axes.Z) != 0) v.z = visible.z;
    
                        t.localEulerAngles = v;
                    }
                }
            }
            GUILayout.EndHorizontal();
        }
        #endregion
    }
    
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    运行结果:
    在这里插入图片描述
    这样就实现了基本的快速复制/粘贴,位置/旋转/缩放功能。

    接下来,就实现单独的位置、旋转、缩放的复制和粘贴吧。

    2-2、单独的位置、旋转、缩放的赋值粘贴功能

    效果图:
    在这里插入图片描述
    示例代码

    using System;
    using System.Collections;
    using System.Collections.Generic;
    using System.Linq;
    using System.Reflection;
    using System.Text;
    using UnityEditor;
    using UnityEngine;
    
    public class ButtonHandler
    {
        public string showDescription;
        public Action onClickCallBack;
        public ButtonHandler(string showDescription, Action onClickCallBack)
        {
            this.showDescription = showDescription;
            this.onClickCallBack = onClickCallBack;
        }
    }
    [CanEditMultipleObjects]
    [CustomEditor(typeof(Transform))]
    public class TransformEditor2 : Editor
    {
        static public Editor instance;
    
        private bool extensionBool;
    
        ButtonHandler[] buttonHandlerArray;
    
        //当前的本地坐标
        SerializedProperty mPos;
        //当前的本地旋转
        SerializedProperty mRot;
        //当前的本地缩放
        SerializedProperty mScale;
    
    
        private void OnEnable()
        {
            instance = this;
    
            var editorType = Assembly.GetAssembly(typeof(Editor)).GetTypes().FirstOrDefault(m => m.Name == "TransformInspector");
            instance = CreateEditor(targets, editorType);
    
            if (this)
            {
                try
                {
                    var so = serializedObject;
                    mPos = so.FindProperty("m_LocalPosition");
                    mRot = so.FindProperty("m_LocalRotation");
                    mScale = so.FindProperty("m_LocalScale");
                }
                catch { }
            }
    
            extensionBool = EditorPrefs.GetBool("extensionBool");
    
            buttonHandlerArray = new ButtonHandler[9];
            buttonHandlerArray[0] = new ButtonHandler("Position Copy", () =>
            {
                var select = Selection.activeGameObject;
                if (select == null)
                    return;
                StringBuilder s = new StringBuilder();
                // x,y,z
                s.Append(mPos.vector3Value.x.ToString() + "," + mPos.vector3Value.y.ToString() + "," + mPos.vector3Value.z.ToString());
                //添加到剪贴板
                UnityEngine.GUIUtility.systemCopyBuffer = s.ToString();
            });
            buttonHandlerArray[1] = new ButtonHandler("Position Paste", () =>
            {
                //把数值打印出来
                string s = UnityEngine.GUIUtility.systemCopyBuffer;
                try
                {
                    mPos.vector3Value = ParseV3(s);
                }
                catch (System.Exception ex)
                {
                    Debug.LogError(ex);
                    return;
                }
            });
            buttonHandlerArray[2] = new ButtonHandler("Position Reset", () =>
            {
                mPos.vector3Value = Vector3.zero;
            });
            buttonHandlerArray[3] = new ButtonHandler("Rotation Copy", () =>
            {
                //把数值打印出来
                var select = Selection.activeGameObject;
                if (select == null)
                    return;
                StringBuilder s = new StringBuilder();
                s.Append(mRot.quaternionValue.eulerAngles.x + "," + mRot.quaternionValue.eulerAngles.y + "," + mRot.quaternionValue.eulerAngles.z);
                //添加到剪贴板
                UnityEngine.GUIUtility.systemCopyBuffer = s.ToString();
            });
            buttonHandlerArray[4] = new ButtonHandler("Rotation Paste", () =>
            {
                //把数值打印出来
                Debug.Log(UnityEngine.GUIUtility.systemCopyBuffer);
                string s = UnityEngine.GUIUtility.systemCopyBuffer;
                try
                {
                    mRot.quaternionValue = Quaternion.Euler(ParseV3(s));
                }
                catch (System.Exception ex)
                {
                    Debug.LogError(ex);
                    return;
                }
            });
            buttonHandlerArray[5] = new ButtonHandler("Rotation Reset", () =>
            {
                mRot.quaternionValue = Quaternion.identity;
            });
            buttonHandlerArray[6] = new ButtonHandler("Scale Copy", () =>
            {
                //把数值打印出来
                var select = Selection.activeGameObject;
                if (select == null)
                    return;
                StringBuilder s = new StringBuilder();
                s.Append(mScale.vector3Value.x.ToString() + "," + mScale.vector3Value.y.ToString() + "," + mScale.vector3Value.z.ToString());
                //添加到剪贴板
                UnityEngine.GUIUtility.systemCopyBuffer = s.ToString();
            });
            buttonHandlerArray[7] = new ButtonHandler("Scale Paste", () =>
            {
                //把数值打印出来
                Debug.Log(UnityEngine.GUIUtility.systemCopyBuffer);
                string s = UnityEngine.GUIUtility.systemCopyBuffer;
                try
                {
                    mScale.vector3Value = ParseV3(s);
                }
                catch (System.Exception ex)
                {
                    Debug.LogError(ex);
                    return;
                }
            });
            buttonHandlerArray[8] = new ButtonHandler("Scale Reset", () =>
            {
                mScale.vector3Value = Vector3.one;
            });
        }
    
        private void OnDisable()
        {
            EditorPrefs.SetBool("extensionBool", extensionBool);
        }
    
        public override void OnInspectorGUI()
        {
            instance.OnInspectorGUI();
    
            GUI.color = Color.cyan;
            extensionBool = EditorGUILayout.Foldout(extensionBool, "拓展功能");
            if (extensionBool)
            {
                EditorGUILayout.BeginHorizontal();
                for (int i = 0; i < buttonHandlerArray.Length; i++)
                {
                    ButtonHandler temporaryButtonHandler = buttonHandlerArray[i];
                    if (GUILayout.Button(temporaryButtonHandler.showDescription, "toolbarbutton"))//, GUILayout.MaxWidth(150)
                    {
                        temporaryButtonHandler.onClickCallBack();
                    }
                    GUILayout.Space(5);
                    if ((i + 1) % 3 == 0 || i + 1 == buttonHandlerArray.Length)
                    {
                        EditorGUILayout.EndHorizontal();
                        if (i + 1 < buttonHandlerArray.Length)
                        {
                            GUILayout.Space(5);
                            EditorGUILayout.BeginHorizontal();
                        }
                    }
                }
            }
            GUI.color = Color.white;
    
            serializedObject.ApplyModifiedProperties();
        }
    
        Vector3 ParseV3(string strVector3)
        {
            string[] s = strVector3.Split(',');
            return new Vector3(float.Parse(s[0]), float.Parse(s[1]), float.Parse(s[2]));
        }
    }
    
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    演示:
    在这里插入图片描述
    这样就实现了单独的位置/旋转/缩放复制/粘贴功能。

    接下来,就实现单独的位置/旋转/缩放复制/粘贴功能以及位置/旋转/缩放一起复制和粘贴功能。

    以及,自定义文本拼接的功能。

    2-3、自定义文本拼接的功能

    效果图:
    在这里插入图片描述

    参考代码:

    using System;
    using System.Collections;
    using System.Collections.Generic;
    using System.Linq;
    using System.Reflection;
    using System.Text;
    using UnityEditor;
    using UnityEditor.AnimatedValues;
    using UnityEngine;
    using static UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle;
    using static UnityEngine.GraphicsBuffer;
    using static UnityEngine.UI.Image;
    
    [CanEditMultipleObjects]
    [CustomEditor(typeof(Transform))]
    public class TransformEditor : Editor
    {
        static public Editor instance;
        Transform m_Transform;
    
        private bool extensionBool;
    
        string axisName = "Local";
        bool isAxis = false;
        bool isDefined = false;
        string row1;
        string row2;
        string row3;
        string row4;
        //当前的本地坐标
        SerializedProperty mPos;
        //当前的本地旋转
        SerializedProperty mRot;
        //当前的本地缩放
        SerializedProperty mScale;
    
        private void OnEnable()
        {
            instance = this;
    
            var editorType = Assembly.GetAssembly(typeof(Editor)).GetTypes().FirstOrDefault(m => m.Name == "TransformInspector");
            instance = CreateEditor(targets, editorType);
    
            isAxis = EditorPrefs.GetBool("isAxis");
            isDefined = EditorPrefs.GetBool("isDefined");
    
            m_Transform = this.target as Transform;
    
            if (this)
            {
                try
                {
                    var so = serializedObject;
                    mPos = so.FindProperty("m_LocalPosition");
                    mRot = so.FindProperty("m_LocalRotation");
                    mScale = so.FindProperty("m_LocalScale");
                }
                catch { }
            }
        }
    
        private void OnDisable()
        {
            EditorPrefs.SetBool("extensionBool", extensionBool);
            EditorPrefs.SetBool("isDefined", isDefined);
        }
    
        public override void OnInspectorGUI()
        {
            instance.OnInspectorGUI();
    
            extensionBool = EditorPrefs.GetBool("extensionBool");
            extensionBool = EditorGUILayout.Foldout(extensionBool, "拓展功能");
    
            if (extensionBool)
            {
                OnTopGUI();
    
                OnTransformGUI();
    
                OnPositionGUI();
    
                OnRotationGUI();
    
                OnScaleGUI();
    
                OnDefindGUI();
            }
        }
    
        void OnTopGUI()
        {
            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Name");
    
            if (GUILayout.Button("Local/Global"))
            {
                isAxis = !isAxis;
                EditorPrefs.SetBool("isAxis", isAxis);
            }
            axisName = isAxis ? "Local" : "Global";
            GUILayout.Label("当前坐标轴:" + axisName);
            EditorGUILayout.EndHorizontal();
        }
    
        void OnTransformGUI()
        {
            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Transform");
            if (GUILayout.Button("Copy"))
            {
                var select = Selection.activeGameObject;
                if (select == null)
                    return;
                StringBuilder s = new StringBuilder();
                s.Append("Transform_");
                if (isAxis)
                {
                    s.Append(FormatVe3(m_Transform.localPosition) + "_");
                    s.Append(FormatVe3(m_Transform.localRotation.eulerAngles) + "_");
                    s.Append(FormatVe3(m_Transform.localScale));
                }
                else
                {
                    s.Append(FormatVe3(m_Transform.position) + "_");
                    s.Append(FormatVe3(m_Transform.rotation.eulerAngles) + "_");
                    s.Append(FormatVe3(m_Transform.localScale));
                }
                UnityEngine.GUIUtility.systemCopyBuffer = s.ToString();
            }
            if (GUILayout.Button("Paste"))
            {
                if (isDefined)
                {
                    Debug.LogError("不支持自定义文本!");
                    UnityEngine.GUIUtility.systemCopyBuffer = "";
                    return;
                }
                string s = UnityEngine.GUIUtility.systemCopyBuffer;
                string[] sArr = s.Split('_');
                if (sArr[0] != "Transform" || s == "")
                {
                    Debug.LogError("未复制Transform组件内容!");
                    return;
                }
                try
                {
                    m_Transform.position = ParseV3(sArr[1]);
                    m_Transform.rotation = Quaternion.Euler(ParseV3(sArr[2]));
                    m_Transform.localScale = ParseV3(sArr[3]);
                }
                catch (System.Exception ex)
                {
                    Debug.LogError(ex);
                    return;
                }
            }
            if (GUILayout.Button("Reset"))
            {
                m_Transform.position = Vector3.zero;
                m_Transform.rotation = Quaternion.identity;
                m_Transform.localScale = Vector3.one;
            }
            EditorGUILayout.EndHorizontal();
        }
    
        void OnPositionGUI()
        {
            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Position");
            if (GUILayout.Button("Copy"))
            {
                var select = Selection.activeGameObject;
                if (select == null)
                    return;
                StringBuilder s = new StringBuilder();
                if (isAxis)
                {
                    s.Append(FormatVe3(m_Transform.localPosition));
                }
                else
                {
                    s.Append(FormatVe3(m_Transform.position));
                }
                UnityEngine.GUIUtility.systemCopyBuffer = s.ToString();
                Debug.Log(s);
            }
            if (GUILayout.Button("Paste"))
            {
                if (isDefined)
                {
                    Debug.LogError("不支持自定义文本!");
                    UnityEngine.GUIUtility.systemCopyBuffer = "";
                    return;
                }
                string s = UnityEngine.GUIUtility.systemCopyBuffer;
                if (s == "")
                {
                    Debug.LogError("未复制Position内容!");
                    return;
                }
                try
                {
                    m_Transform.position = ParseV3(s);
                }
                catch (System.Exception ex)
                {
                    Debug.LogError(ex);
                    return;
                }
            }
            if (GUILayout.Button("Reset"))
            {
                m_Transform.position = Vector3.zero;
            }
            EditorGUILayout.EndHorizontal();
        }
    
        void OnRotationGUI()
        {
            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Rotation");
            if (GUILayout.Button("Copy"))
            {
                var select = Selection.activeGameObject;
                if (select == null)
                    return;
                StringBuilder s = new StringBuilder();
                if (isAxis)
                {
                    s.Append(FormatVe3(m_Transform.localRotation.eulerAngles));
                }
                else
                {
                    s.Append(FormatVe3(m_Transform.rotation.eulerAngles));
                }
                UnityEngine.GUIUtility.systemCopyBuffer = s.ToString();
            }
            if (GUILayout.Button("Paste"))
            {
                if (isDefined)
                {
                    Debug.LogError("不支持自定义文本!");
                    UnityEngine.GUIUtility.systemCopyBuffer = "";
                    return;
                }
                string s = UnityEngine.GUIUtility.systemCopyBuffer;
                if (s == "")
                {
                    Debug.LogError("未复制Rotation内容!");
                    return;
                }
                try
                {
                    m_Transform.rotation = Quaternion.Euler(ParseV3(s));
                }
                catch (System.Exception ex)
                {
                    Debug.LogError(ex);
                    return;
                }
            }
            if (GUILayout.Button("Reset"))
            {
                m_Transform.rotation = Quaternion.identity;
            }
            EditorGUILayout.EndHorizontal();
        }
    
        void OnScaleGUI()
        {
            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Scale");
            if (GUILayout.Button("Copy"))
            {
                var select = Selection.activeGameObject;
                if (select == null)
                    return;
                StringBuilder s = new StringBuilder();
                s.Append(FormatVe3(m_Transform.localScale));
                UnityEngine.GUIUtility.systemCopyBuffer = s.ToString();
            }
            if (GUILayout.Button("Paste"))
            {
                if (isDefined)
                {
                    Debug.LogError("不支持自定义文本!");
                    UnityEngine.GUIUtility.systemCopyBuffer = "";
                    return;
                }
                string s = UnityEngine.GUIUtility.systemCopyBuffer;
                if (s == "")
                {
                    Debug.LogError("未复制Scale内容!");
                    return;
                }
                try
                {
                    m_Transform.localScale = ParseV3(s);
                }
                catch (System.Exception ex)
                {
                    Debug.LogError(ex);
                    return;
                }
            }
            if (GUILayout.Button("Reset"))
            {
                m_Transform.localScale = Vector3.one;
            }
            EditorGUILayout.EndHorizontal();
        }
    
        void OnDefindGUI()
        {
            GUILayout.BeginVertical();
            isDefined = GUILayout.Toggle(isDefined, "启用自定义文本拼接");
            if (isDefined)
            {
                GUILayout.BeginHorizontal();
                row1 = GUILayout.TextField(row1);
                GUILayout.Label("X");
                row2 = GUILayout.TextField(row2);
                GUILayout.Label("Y");
                row3 = GUILayout.TextField(row3);
                GUILayout.Label("Z");
                row4 = GUILayout.TextField(row4);
                GUILayout.EndHorizontal();
            }
            GUILayout.EndVertical();
        }
    
        // x,y,z
        Vector3 ParseV3(string strVector3)
        {
            string[] s = strVector3.Split(',');
            return new Vector3(float.Parse(s[0]), float.Parse(s[1]), float.Parse(s[2]));
        }
    
        // x,y,z
        string FormatVe3(Vector3 ve3)
        {
            string str;
            if (!isDefined)
            {
                str = ve3.x + "," + ve3.y + "," + ve3.z;
            }
            else
            {
                str = row1 + ve3.x + row2 + ve3.y + row3 + ve3.z + row4;
            }
            return str;
        }
    }
    
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    三、后记

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  • 原文地址:https://blog.csdn.net/q764424567/article/details/133859784