using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Text;
[CustomEditor(typeof(GameObject))]
public class ExportPos : Editor
{
void ForAll(Transform tran)
{
StringBuilder texts = new StringBuilder();
//var obj = target as GameObject;
foreach (Transform o in tran)
{
texts.Append(o.gameObject.name + ": " + o.transform.position + "\n");
Debug.Log(texts);
if (o.transform.GetComponentsInChildren<Transform>().Length > 0)
{
ForAll(o);
}
}
}
void OnSceneGUI()
{
Handles.BeginGUI();
if(GUILayout.Button("导出配置数据"))
{
//var obj = Selection.gameObjects;
StringBuilder texts = new StringBuilder();
//foreach(var o in obj)
//{
// texts.Append(o.name + ": " + o.transform.position);
//}
//var obj = target as GameObject;
//foreach (Transform o in obj.transform)
//{
// if (o.transform.GetComponentsInChildren<Transform>().Length > 0 )
// {
// Debug.Log(o.transform.GetComponentsInChildren<Transform>().Length);
// }
// texts.Append(o.gameObject.name + ": " + o.transform.position +"\n");
//}
//texts.Append(obj.name + obj.transform.position);
//Debug.Log(texts);
var obj = target as GameObject;
ForAll(obj.transform);
//var gt = target as GameTest;
//Debug.Log("num =" + gt.num);
}
Handles.EndGUI();
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
OnSceneGUI();
}
}
Unity 编辑器 Editor 导出配置数据
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转载自blog.csdn.net/qq_15559109/article/details/128229689
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