Created
February 24, 2017 08:01
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Unity Editor Script to make items in line
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using System.IO; | |
using UnityEngine; | |
using UnityEditor; | |
using System.Collections.Generic; | |
public class MakeItemsLine : EditorWindow | |
{ | |
private Vector3 m_startPos; | |
private float m_unitLength; | |
[MenuItem("GameEditor/make items line")] | |
public static void ShowWindow() | |
{ | |
EditorWindow.GetWindow(typeof(MakeItemsLine)); | |
} | |
void OnGUI() | |
{ | |
EditorGUILayout.BeginVertical(); | |
m_startPos = EditorGUILayout.Vector3Field("start pos", m_startPos); | |
m_unitLength = EditorGUILayout.FloatField("unit length ", m_unitLength); | |
EditorGUILayout.Space(); | |
if (GUILayout.Button("make selections along - Line", GUILayout.Height(20))) | |
{ | |
makeLine(Selection.gameObjects); | |
} | |
if (GUILayout.Button("make selections along | Line", GUILayout.Height(20))) | |
{ | |
makeVLine(Selection.gameObjects); | |
} | |
if (GUILayout.Button("set Start Position", GUILayout.Height(20))) | |
{ | |
setStartPos(Selection.gameObjects); | |
} | |
if (GUILayout.Button("set Unit Length", GUILayout.Height(20))) | |
{ | |
setUnitLength(Selection.gameObjects); | |
} | |
EditorGUILayout.EndVertical(); | |
} | |
void makeLine(GameObject[] gameObjcects) | |
{ | |
int count = gameObjcects.Length; | |
Vector3 pos = Vector3.zero; | |
for (int i = 0; i < count; i++) | |
{ | |
GameObject obj = gameObjcects[i]; | |
pos.x = m_unitLength * i; | |
obj.transform.localPosition = pos + m_startPos; | |
} | |
} | |
void makeVLine(GameObject[] gameObjcects) | |
{ | |
int count = gameObjcects.Length; | |
Vector3 pos = Vector3.zero; | |
for (int i = 0; i < count; i++) | |
{ | |
GameObject obj = gameObjcects[i]; | |
pos.y = m_unitLength * i; | |
obj.transform.localPosition = pos + m_startPos; | |
} | |
} | |
void setStartPos(GameObject[] gameObjcects) | |
{ | |
int count = gameObjcects.Length; | |
Vector3 minXPos = Vector3.zero; | |
if (count > 0) | |
minXPos = gameObjcects[0].transform.localPosition; | |
for (int i = 0; i < count; i++) | |
{ | |
GameObject obj = gameObjcects[i]; | |
if(obj.transform.localPosition.x < minXPos.x) | |
minXPos = gameObjcects[i].transform.localPosition; | |
} | |
m_startPos = minXPos; | |
} | |
void setUnitLength(GameObject[] gameObjcects) | |
{ | |
int count = gameObjcects.Length; | |
if (count == 2) | |
{ | |
m_unitLength = Mathf.Abs(gameObjcects[1].transform.localPosition.x - gameObjcects[0].transform.localPosition.x); | |
} | |
} | |
} |
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