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Unity3d Undo

热度:71   发布时间:2024-01-22 06:34:44.0

Unity的Undo撤销操作也是可以自定义的,当我们将自己的操作组册到Undo事件中,那么,我们就可以按照自己的方式撤销操作了。

目录

  • Undo操作的简单测试
  • Undo操作的分组折叠
  • 对选中物体操作并注册Undo练习
  • 将Undo操作分组撤销到指定位置

Undo操作的简单测试

下面是一些撤销测试,非常简单,直接看代码

using UnityEngine;
using UnityEditor;
public class UndoTest 
{//把选中物体位置归零[MenuItem("Undo/RecordObject")]static void RecordObject (){Transform transform = Selection.activeTransform;Undo.RecordObject (transform, "Pos");transform.position = new Vector3 (0, 0, 0);}//选中物体添加刚体组件[MenuItem("Undo/AddComponent")]static void AddComponent (){GameObject go = Selection.activeGameObject;
// 添加组件,执行撤销后将被删除Rigidbody rigidbody = Undo.AddComponent<Rigidbody> (go);}// 删除物体[MenuItem("Undo/DestroyObjectImmediate")]static void DestroyObjectImmediate (){GameObject go = Selection.activeGameObject;
// 注册撤销删除对象Undo.DestroyObjectImmediate (go);}[MenuItem("Undo/SetTransformParent")]static void SetTransformParent (){Transform root = Camera.main.transform;Transform transform = Selection.activeTransform;// 撤销父子关系Undo.SetTransformParent (transform, root, "Main Cameta");}// 创建一个物体,如果物体的ID含有0数字则取消创建[MenuItem("Undo/RevertAllInCurrentGroup")]static void RevertAllInCurrentGroup (){GameObject ticket = new GameObject ("Ticket");Undo.RegisterCreatedObjectUndo (ticket, "UndoCreate");int number = ticket.GetInstanceID ();int winningNumber = 0;Debug.Log (ticket.GetInstanceID());if (ticket.GetInstanceID ().ToString().Contains(winningNumber.ToString())) {Undo.RevertAllInCurrentGroup ();}}
}
  
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Undo操作的分组折叠

撤销操作可以将一系列操作分为一组,这样一次撤销就可以撤销这一组的操作了

using UnityEngine;
using UnityEditor;public class UndoWindow : EditorWindow
{int groupID = 0;[MenuItem ("Window/UndoWindow")]static void Open (){GetWindow<UndoWindow> ();}void OnEnable (){groupID = Undo.GetCurrentGroup ();}void OnDisable (){
// 折叠撤销操作Undo.CollapseUndoOperations (groupID);}void OnGUI (){if (GUILayout.Button ("Cube 生成")) {var cube = GameObject.CreatePrimitive (PrimitiveType.Cube);Undo.RegisterCreatedObjectUndo (cube, "Create Cube");}if (GUILayout.Button ("Plane 生成")) {var plane = GameObject.CreatePrimitive (PrimitiveType.Plane);Undo.RegisterCreatedObjectUndo (plane, "Create Plane");}if (GUILayout.Button ("Cylinder 生成")) {var cylinder = GameObject.CreatePrimitive (PrimitiveType.Cylinder);Undo.RegisterCreatedObjectUndo (cylinder, "Create Cylinder");}if (GUILayout.Button("折叠撤销操作")) {Undo.CollapseUndoOperations (groupID);}if (GUILayout.Button("撤销")) {Undo.PerformUndo ();}if (GUILayout.Button("取消撤销")) {Undo.PerformRedo ();}}
}
  
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这里写图片描述

对选中物体操作,并注册Undo练习

将自己编写的一些操作加入到Undo中

using UnityEngine;
using UnityEditor;public class Example
{[MenuItem("Example/Create Cube")]static void CreateCube (){
// 创建一个cubevar cube=GameObject.CreatePrimitive (PrimitiveType.Cube);
// 注册撤销 参数一代表撤销操作的物体,
// 参数二代表撤销操作的名称,在Edit-》undo后面有显示,目前只支持英文Undo.RegisterCreatedObjectUndo (cube, "Create Cube");}[MenuItem("Example/Random Rotate")]static void RandomRotate (){
// 获取当前选中物体var transform = Selection.activeTransform;if (transform) {Undo.RecordObject (transform, "Rotate " + transform.name);transform.rotation = Random.rotation;}}[MenuItem("Example/Random Rotate2")]static void RandomRotate2 (){var transform = Selection.activeTransform;if (transform) {Undo.willFlushUndoRecord += () => Debug.Log ("flush");Undo.postprocessModifications += (modifications) => {Debug.Log ("modifications");return modifications;};Undo.RecordObject (transform, "Rotate 2" + transform.name);Debug.Log ("recorded");transform.rotation = Random.rotation;Debug.Log("changed");}}}

  
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将Undo操作分组,撤销到指定位置

Undo的每一步操作都有它的ID,纪录ID就可以实现特殊的Undo操作

using UnityEngine;
using UnityEditor;public class ExampleWindow : EditorWindow
{[MenuItem("Window/ExampleWindow")]static void Open (){GetWindow<ExampleWindow> ();}GameObject go;int group1 = 0;int group2 = 0;int group3 = 0;void OnEnable (){go = Camera.main.gameObject;}void OnGUI (){if (GUILayout.Button("给摄像机添加组件")) {group1 = Undo.GetCurrentGroup();Undo.AddComponent<Rigidbody> (go);Undo.IncrementCurrentGroup();group2 = Undo.GetCurrentGroup();Undo.AddComponent<BoxCollider> (go);Undo.IncrementCurrentGroup();group3 = Undo.GetCurrentGroup();Undo.AddComponent<ConstantForce>(go);
// 打印撤销操作编号Debug.Log (group1+"--"+group2+"--"+group3);}if (GUILayout.Button("取消到group2状态")) {//回到group2之前的状态Undo.RevertAllDownToGroup(group2);EditorGUIUtility.ExitGUI();}}
}

  
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本文工程:http://download.csdn.net/detail/warrenmondeville/9708468 
本文链接:http://blog.csdn.net/WarrenMondeville/article/details/53577379

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