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@@ -3,7 +3,8 @@
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"rootNamespace": "",
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"references": [
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"GUID:14fe60d984bf9f84eac55c6ea033a8f4",
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"GUID:39db31f0562d9184c92881e43adea352"
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"GUID:39db31f0562d9184c92881e43adea352",
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"GUID:89bd0da52dc3cc94daadea6252c6ad1b"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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@@ -1,7 +1,9 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Text;
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using BITKit.Physics;
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using MonKey;
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using MonKey.Editor.Commands;
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using UnityEditor;
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using UnityEngine;
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@@ -15,42 +17,13 @@ namespace BITKit.GameEditor
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{
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foreach (var transform in UnityEditor.Selection.transforms)
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{
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// 获取或创建 BoxCollider 组件
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var boxCollider = transform.GetComponent<BoxCollider>();
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if (boxCollider == null)
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if (transform.TryGetComponent(out BoxCollider boxCollider))
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{
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continue;
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PhysicsUtils.FixCollidersBound(transform);
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EditorUtility.SetDirty(boxCollider);
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}
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// 获取所有可见的 MeshRenderer 组件
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var meshRenderers = transform.GetComponentsInChildren<MeshRenderer>();
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if (meshRenderers.Length == 0)
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{
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Debug.LogWarning("No MeshRenderer components found in children.");
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return;
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}
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// 初始化包围盒,以第一个 MeshRenderer 的包围盒为基准
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Bounds bounds = new Bounds(transform.transform.InverseTransformPoint(meshRenderers[0].bounds.center),
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transform.transform.InverseTransformVector(meshRenderers[0].bounds.size));
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// 遍历所有 MeshRenderer,合并包围盒
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for (int i = 1; i < meshRenderers.Length; i++)
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{
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Bounds localBounds = meshRenderers[i].bounds;
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Vector3 localCenter = transform.transform.InverseTransformPoint(localBounds.center);
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Vector3 localSize = transform.transform.InverseTransformVector(localBounds.size);
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bounds.Encapsulate(new Bounds(localCenter, localSize));
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}
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// 设置 BoxCollider 的中心和大小
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boxCollider.center = bounds.center;
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boxCollider.size = bounds.size;
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EditorUtility.SetDirty(boxCollider);
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}
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}
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}
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}
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@@ -19,7 +19,7 @@ namespace BITKit.GameEditor
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reportBuilder.AppendLine($"已选择{transforms.Length}个物体:");
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foreach (var x in transforms)
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{
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if (Physics.Raycast(x.position, Vector3.down, out var hit, 1000) is false) continue;
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if (UnityEngine.Physics.Raycast(x.position, Vector3.down, out var hit, 1000) is false) continue;
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x.position = hit.point;
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EditorUtility.SetDirty(x);
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reportBuilder.AppendLine($"已修复{x.name}的位置于{hit.point}");
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