This commit is contained in:
CortexCore
2024-12-27 21:46:57 +08:00
parent edb9008ae9
commit adb56d3023
9 changed files with 415 additions and 38 deletions

View File

@@ -3,7 +3,8 @@
"rootNamespace": "",
"references": [
"GUID:14fe60d984bf9f84eac55c6ea033a8f4",
"GUID:39db31f0562d9184c92881e43adea352"
"GUID:39db31f0562d9184c92881e43adea352",
"GUID:89bd0da52dc3cc94daadea6252c6ad1b"
],
"includePlatforms": [],
"excludePlatforms": [],

View File

@@ -1,7 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using System.Text;
using BITKit.Physics;
using MonKey;
using MonKey.Editor.Commands;
using UnityEditor;
using UnityEngine;
@@ -15,42 +17,13 @@ namespace BITKit.GameEditor
{
foreach (var transform in UnityEditor.Selection.transforms)
{
// 获取或创建 BoxCollider 组件
var boxCollider = transform.GetComponent<BoxCollider>();
if (boxCollider == null)
if (transform.TryGetComponent(out BoxCollider boxCollider))
{
continue;
PhysicsUtils.FixCollidersBound(transform);
EditorUtility.SetDirty(boxCollider);
}
// 获取所有可见的 MeshRenderer 组件
var meshRenderers = transform.GetComponentsInChildren<MeshRenderer>();
if (meshRenderers.Length == 0)
{
Debug.LogWarning("No MeshRenderer components found in children.");
return;
}
// 初始化包围盒,以第一个 MeshRenderer 的包围盒为基准
Bounds bounds = new Bounds(transform.transform.InverseTransformPoint(meshRenderers[0].bounds.center),
transform.transform.InverseTransformVector(meshRenderers[0].bounds.size));
// 遍历所有 MeshRenderer合并包围盒
for (int i = 1; i < meshRenderers.Length; i++)
{
Bounds localBounds = meshRenderers[i].bounds;
Vector3 localCenter = transform.transform.InverseTransformPoint(localBounds.center);
Vector3 localSize = transform.transform.InverseTransformVector(localBounds.size);
bounds.Encapsulate(new Bounds(localCenter, localSize));
}
// 设置 BoxCollider 的中心和大小
boxCollider.center = bounds.center;
boxCollider.size = bounds.size;
EditorUtility.SetDirty(boxCollider);
}
}
}
}

View File

@@ -19,7 +19,7 @@ namespace BITKit.GameEditor
reportBuilder.AppendLine($"已选择{transforms.Length}个物体:");
foreach (var x in transforms)
{
if (Physics.Raycast(x.position, Vector3.down, out var hit, 1000) is false) continue;
if (UnityEngine.Physics.Raycast(x.position, Vector3.down, out var hit, 1000) is false) continue;
x.position = hit.point;
EditorUtility.SetDirty(x);
reportBuilder.AppendLine($"已修复{x.name}的位置于{hit.point}");