Prefab Mode only Adjusts one game object until the others are manually selected in hierarchy window

北慕城南 提交于 2019-12-29 09:33:08

问题


I created a bezier curve with the code below and made a prefab of the bezier curve. I added a few copies of the prefab to my scene. When I open the original prefab in prefab mode (I am using Unity 2019.1.0a8) and adjust any of the points it only affects one of the prefabs, the changes are not recognised in the scene view till I select the other objects manually.

Please note that each of the prefab copies is rotated to an angle different from the original prefab. Before I rotate the copies they all update normally but once I rotate them, only the one copy that isn't rotated is updated.

I added SceneView.RepaintAll(); after calling path.MovePoint(i, newPos); in the Draw() method but it still doesn't update the others.

Could it be that I haven't serialised by variables correctly? How can I solve this?

Path

    [System.Serializable]
public class Path {

[SerializeField, HideInInspector]
List<Vector2> points;

[SerializeField, HideInInspector]
public bool isContinuous;

public Path(Vector2 centre)
{
    points = new List<Vector2>
    {
        centre+Vector2.left,
        centre+(Vector2.left+Vector2.up)*.5f,
        centre + (Vector2.right+Vector2.down)*.5f,
        centre + Vector2.right
    };
}

public Vector2 this[int i]
{
    get
    {
        return points[i];
    }
}

public int NumPoints
{
    get
    {
        return points.Count;
    }
}

public int NumSegments
{
    get
    {
        return (points.Count - 4) / 3 + 1;
    }
}

public void AddSegment(Vector2 anchorPos)
{
    points.Add(points[points.Count - 1] * 2 - points[points.Count - 2]);
    points.Add((points[points.Count - 1] + anchorPos) * .5f);
    points.Add(anchorPos);
}

public Vector2[] GetPointsInSegment(int i)
{
    return new Vector2[] { points[i * 3], points[i * 3 + 1], points[i * 3 + 2], points[i * 3 + 3] };
}

public void MovePoint(int i, Vector2 pos)
{

    if (isContinuous)
    { 

        Vector2 deltaMove = pos - points[i];
        points[i] = pos;

        if (i % 3 == 0)
        {
            if (i + 1 < points.Count)
            {
                points[i + 1] += deltaMove;
            }
            if (i - 1 >= 0)
            {
                points[i - 1] += deltaMove;
            }
        }
        else
        {
            bool nextPointIsAnchor = (i + 1) % 3 == 0;
            int correspondingControlIndex = (nextPointIsAnchor) ? i + 2 : i - 2;
            int anchorIndex = (nextPointIsAnchor) ? i + 1 : i - 1;

            if (correspondingControlIndex >= 0 && correspondingControlIndex < points.Count)
            {
                float dst = (points[anchorIndex] - points[correspondingControlIndex]).magnitude;
                Vector2 dir = (points[anchorIndex] - pos).normalized;
            points[correspondingControlIndex] = points[anchorIndex] + dir * dst;
                }
            }
        }
    }

    else {
         points[i] = pos;
    }
}

PathCreator

public class PathCreator : MonoBehaviour {

[HideInInspector]
public Path path;


public void CreatePath()
{
    path = new Path(transform.position);
}
}   

PathEditor

[CustomEditor(typeof(PathCreator))]
public class PathEditor : Editor {

PathCreator creator;
Path path;

public override void OnInspectorGUI()
{
    base.OnInspectorGUI();
    EditorGUI.BeginChangeCheck();

    bool continuousControlPoints = GUILayout.Toggle(path.isContinuous, "Set Continuous Control Points");
    if (continuousControlPoints != path.isContinuous)
    {
        Undo.RecordObject(creator, "Toggle set continuous controls");
        path.isContinuous = continuousControlPoints;
    }

    if (EditorGUI.EndChangeCheck())
    {
        SceneView.RepaintAll();
    }
}

void OnSceneGUI()
{
    Input();
    Draw();
}

void Input()
 {
    Event guiEvent = Event.current;
    Vector2 mousePos = HandleUtility.GUIPointToWorldRay(guiEvent.mousePosition).origin;

    if (guiEvent.type == EventType.MouseDown && guiEvent.button == 0 && guiEvent.shift)
    {
        Undo.RecordObject(creator, "Add segment");
        path.AddSegment(mousePos);
    }
}

void Draw()
{

    for (int i = 0; i < path.NumSegments; i++)
    {
        Vector2[] points = path.GetPointsInSegment(i);
        Handles.color = Color.black;
        Handles.DrawLine(points[1], points[0]);
        Handles.DrawLine(points[2], points[3]);
        Handles.DrawBezier(points[0], points[3], points[1], points[2], Color.green, null, 2);
    }

    Handles.color = Color.red;
    for (int i = 0; i < path.NumPoints; i++)
    {
        Vector2 newPos = Handles.FreeMoveHandle(path[i], Quaternion.identity, .1f, Vector2.zero, Handles.CylinderHandleCap);
        if (path[i] != newPos)
        {
            Undo.RecordObject(creator, "Move point");
            path.MovePoint(i, newPos);
        }
    }
}

void OnEnable()
{
    creator = (PathCreator)target;
    if (creator.path == null)
    {
        creator.CreatePath();
    }
    path = creator.path;
}
}

来源:https://stackoverflow.com/questions/54201824/prefab-mode-only-adjusts-one-game-object-until-the-others-are-manually-selected

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