lineSegments | 線分の開始と終了を示す 1 組になった点の配列 |
含まれる線分を描画します。
"Draw multiple lines in sceneview.".
Below is an example of an Editor script that draws lines in SceneView to GameObjects listed in a script.
// Draw lines to the connected game objects that a script has. // if the target object doesn't have any game objects attached // then it draws a line from the object to 0,0,0.
using UnityEditor; using UnityEngine; using System.Collections.Generic;
[CustomEditor(typeof(ConnectedObjects))] class ConnectLineHandle : Editor { void OnSceneGUI() { ConnectedObjects connectedObjects = target as ConnectedObjects; if (connectedObjects.objs == null || connectedObjects.objs.Length == 0) return; // we store the start and end points of the line segments in this array Vector3[] lineSegments = new Vector3[connectedObjects.objs.Length * 2];
int lastObject = connectedObjects.objs.Length - 1; Vector3 prevPoint; if (connectedObjects.objs[lastObject]) { prevPoint = connectedObjects.objs[lastObject].transform.position; } else { prevPoint = Vector3.zero; } int pointIndex = 0; for (int currObjectIndex = 0; currObjectIndex < connectedObjects.objs.Length; currObjectIndex++) { // find the position of our connected object and store it Vector3 currPoint; if (connectedObjects.objs[currObjectIndex]) { currPoint = connectedObjects.objs[currObjectIndex].transform.position; } else { currPoint = Vector3.zero; }
// store the starting point of the line segment lineSegments[pointIndex] = prevPoint; pointIndex++;
// store the ending point of the line segment lineSegments[pointIndex] = currPoint; pointIndex++;
prevPoint = currPoint; } Handles.DrawLines(lineSegments); } }
Example script to attach to a GameObject that will act as a handle:
using UnityEngine; using System.Collections;
public class ConnectedObjects : MonoBehaviour { public GameObject[] objs = null; }
points | ポイントのリスト |
segmentIndices | 線分の開始と終了を示す 1 組になった点のインデックスの配列 |
リストにあるインデックス化された線分を描画します。
// Draw lines to the connected game objects that a script has. // if the target object doesn't have any game objects attached // then it draws a line from the object to 0,0,0.
using UnityEditor; using UnityEngine; using System.Collections.Generic;
[CustomEditor(typeof(ConnectedLinePointsObjects))] class ConnectLinePointsHandle : Editor { void OnSceneGUI() { ConnectedLinePointsObjects connectedObjects = target as ConnectedLinePointsObjects; if (connectedObjects.objs == null || connectedObjects.objs.Length == 0) return;
// we store the points of the line segments in this array Vector3[] points = new Vector3[connectedObjects.objs.Length];
// for each line segment we need two indices into the points array: // the index to the start and the end point int[] segmentIndices = new int[connectedObjects.objs.Length * 2];
// create the points and line segments indices int prevIndex = connectedObjects.objs.Length - 1; int pointIndex = 0; int segmentIndex = 0; for (int currIndex = 0; currIndex < connectedObjects.objs.Length; currIndex++) { // find the position of our connected object and store it if (connectedObjects.objs[pointIndex]) { points[pointIndex] = connectedObjects.objs[currIndex].transform.position; } else { points[pointIndex] = Vector3.zero; }
// the index to the start of the line segment segmentIndices[segmentIndex] = prevIndex; segmentIndex++;
// the index to the end of the line segment segmentIndices[segmentIndex] = pointIndex; segmentIndex++;
pointIndex++; prevIndex = currIndex; } Handles.DrawLines(points, segmentIndices); } }
このハンドルにアタッチしているスクリプト
using UnityEngine;
using System.Collections; public class ConnectedLinePointsObjects : MonoBehaviour { public GameObject[] objs = null; }