using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
public class GetChildsEditorWindow : EditorWindow
{
public Transform transform;
int levelsMin = 3, levelsMax = 4;
static int currentLevel;
List<Transform> allChildren = new List<Transform>();
static int oldLevel = 0;
Vector2 scrollPos;
public int levelNum = 0;
public int totalLevels = 0;
// Add menu named "My Window" to the Window menu
[MenuItem("Get Childs/Get")]
static void Init()
{
oldLevel = currentLevel;
// Get existing open window or if none, make a new one:
GetChildsEditorWindow window = (GetChildsEditorWindow)EditorWindow.GetWindow(typeof(GetChildsEditorWindow), false, "Get Childs");
window.Show();
}
private void OnGUI()
{
GUILayout.Space(20);
transform = EditorGUILayout.ObjectField("Transform to get childs", transform, typeof(Transform), true) as Transform;
EditorGUI.BeginDisabledGroup(transform == null);
currentLevel = (int)EditorGUILayout.Slider("Slider", currentLevel, levelsMin, levelsMax);
EditorGUI.EndDisabledGroup();
if (allChildren != null && allChildren.Count > 0)
{
EditorGUILayout.BeginHorizontal();
scrollPos =
EditorGUILayout.BeginScrollView(scrollPos, GUILayout.Width(400), GUILayout.Height(400));
for (int i = 0; i < allChildren.Count; i )
{
allChildren[i] = EditorGUILayout.ObjectField("Transform " i.ToString(), allChildren[i], typeof(Transform), true) as Transform;
}
EditorGUILayout.EndScrollView();
EditorGUILayout.EndHorizontal();
}
if (oldLevel != currentLevel)
{
if (transform != null)
{
allChildren = new List<Transform>();
IterateOverChild(transform, currentLevel, levelsMax);
oldLevel = currentLevel;
}
}
if(GUILayout.Button("GEt it"))
{
IterateOverChild(transform, 1);
Debug.Log(currentLevel);
}
}
public void IterateOverChild(Transform original, int currentLevel, int maxLevel)
{
if (currentLevel > maxLevel) return;
for (var i = 0; i < original.childCount; i )
{
Debug.Log($"{original.GetChild(i)}");
allChildren.Add(original.GetChild(i));
IterateOverChild(original.GetChild(i), currentLevel 1, maxLevel);
}
}
public void IterateOverChild(Transform original, int currentLevel)
{
for (var i = 0; i < original.childCount; i )
{
Debug.Log($"{original.GetChild(i)}");
allChildren.Add(original.GetChild(i));
IterateOverChild(original.GetChild(i), currentLevel 1);
}
}
}
我想自動獲得每個物件的所有級別深度并將其顯示在編輯器視窗中。
例如 :
Object 1 is at level 0
Onject 2 is at level 3
Object 3 is at level 0
但我遇到了一些問題:
現在的代碼第二個方法 IterateOverChild 最終顯示 3 個級別,但有 4 個級別。以及如何顯示每個物件的級別?
在螢屏截圖中,紅色箭頭是 1 級,綠色箭頭是 2 級黃色 3 級和藍色 4 級:

我在 1 級看到兩個 GameObject 游戲物件和 GameObject (1),然后在 2 級看到 2 個 GameObject,在 3 級看到兩個物件,最后一個在 4 級。這就是我看到關卡邏輯的方式。
我想用物件和每個物件在每個物件附近的哪個級別更新 ui 編輯器視窗面板以顯示級別編號。(我給物件命名為 Level 1 Level 2 Level 3 Level 4 只是為了用我如何看待關卡的邏輯來命名它們)。

uj5u.com熱心網友回復:
如何獲得任何變換的級別?
這種方法完全顯示了水平。只需將所需的轉換放入引數中:
public static int ObjectLevel(Transform current, int level = 0)
{
if (current.parent) return ObjectLevel(current.parent, level);
return level;
}
一行中的類似方法:
public static int ObjectLevel(Transform current, int level = 0) => current.parent ? ObjectLevel(current.parent, level) : level;
一個例子...
這里顯示了所有游戲物件的級別:
public void Start()
{
foreach (var _transform in GameObject.FindObjectsOfType<Transform>())
{
var level = ObjectLevel(_transform);
_transform.name = ", level: " level;
}
}
結果:

轉載請註明出處,本文鏈接:https://www.uj5u.com/yidong/476744.html
上一篇:C#有沒有辦法將變數用作屬性?
