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Core.cs
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272 lines (233 loc) · 11.6 KB
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using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
public class BatchProcessorWindow : EditorWindow
{
[SerializeField]
private List<GameObject> sourceObjects = new List<GameObject>();
[SerializeField]
private List<GameObject> targetObjects = new List<GameObject>();
private SerializedObject serializedObject;
private SerializedProperty sourceObjectsProperty;
private SerializedProperty targetObjectsProperty;
private Vector2 scrollPosition;
// --- 多语言支持 ---
private enum DisplayLanguage { Chinese, English, Japanese, Korean }
private DisplayLanguage currentLanguage;
private static Dictionary<DisplayLanguage, UITexts> allTexts;
private UITexts currentTexts;
private struct UITexts
{
public string WindowTitle;
public string SourceObjectHeader;
public string SourceObjectLabel;
public string TargetObjectHeader;
public string TargetObjectLabel;
public string ApplyButton;
public string HelpHint;
public string SuccessTitle;
public string SuccessMessage;
public string ErrorTitle;
public string ErrorSourceMissing;
public string ErrorTargetMissing;
public string UndoActionName;
}
// --- 结束多语言支持 ---
[MenuItem("Tools/Batch Processor")]
public static void ShowWindow()
{
BatchProcessorWindow window = GetWindow<BatchProcessorWindow>();
window.titleContent = new GUIContent("Batch Processor");
}
private void OnEnable()
{
serializedObject = new SerializedObject(this);
sourceObjectsProperty = serializedObject.FindProperty("sourceObjects");
targetObjectsProperty = serializedObject.FindProperty("targetObjects");
InitializeLanguages();
currentLanguage = (DisplayLanguage)EditorPrefs.GetInt("BatchProcessor_Language", (int)DisplayLanguage.English);
LoadLanguageTexts(currentLanguage);
}
private void OnGUI()
{
serializedObject.Update();
DrawLanguageButtons();
EditorGUILayout.Space(10);
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
EditorGUILayout.LabelField(currentTexts.SourceObjectLabel, EditorStyles.boldLabel);
EditorGUILayout.PropertyField(sourceObjectsProperty, new GUIContent(currentTexts.SourceObjectHeader), true);
EditorGUILayout.Space(20);
EditorGUILayout.LabelField(currentTexts.TargetObjectLabel, EditorStyles.boldLabel);
EditorGUILayout.PropertyField(targetObjectsProperty, new GUIContent(currentTexts.TargetObjectHeader), true);
EditorGUILayout.Space(40);
GUI.backgroundColor = new Color(0.6f, 1f, 0.6f);
if (GUILayout.Button(currentTexts.ApplyButton, GUILayout.Height(40)))
{
ApplyChanges();
}
GUI.backgroundColor = Color.white;
EditorGUILayout.Space(10);
EditorGUILayout.HelpBox(currentTexts.HelpHint, MessageType.Info);
EditorGUILayout.EndScrollView();
serializedObject.ApplyModifiedProperties();
}
private void ApplyChanges()
{
if (sourceObjects.Count == 0 || sourceObjects.Find(s => s != null) == null)
{
EditorUtility.DisplayDialog(currentTexts.ErrorTitle, currentTexts.ErrorSourceMissing, "OK");
return;
}
if (targetObjects.Count == 0 || targetObjects.Find(t => t != null) == null)
{
EditorUtility.DisplayDialog(currentTexts.ErrorTitle, currentTexts.ErrorTargetMissing, "OK");
return;
}
int sourceCount = 0;
int targetCount = 0;
Undo.SetCurrentGroupName(currentTexts.UndoActionName);
int group = Undo.GetCurrentGroup();
foreach (var target in targetObjects)
{
if (target == null) continue;
targetCount++;
Undo.RecordObject(target.transform, "Modify Parent");
sourceCount = 0;
foreach (var source in sourceObjects)
{
if (source == null) continue;
sourceCount++;
// [重要改动] 开始智能实例化逻辑
GameObject prefabAsset = null;
// 检查源物体是否是一个预制件资产(从项目窗口拖入)或实例(从场景拖入)
if (PrefabUtility.IsPartOfPrefabAsset(source))
{
// 情况1: 源是项目文件夹中的预制件资产
prefabAsset = source;
}
else if (PrefabUtility.IsPartOfAnyPrefab(source))
{
// 情况2: 源是场景中的一个预制件实例,我们需要找到它对应的原始资产
prefabAsset = PrefabUtility.GetCorrespondingObjectFromSource(source);
}
GameObject newInstance;
if (prefabAsset != null)
{
// 如果我们成功找到了预制件资产,就用它来实例化,以保持链接
newInstance = (GameObject)PrefabUtility.InstantiatePrefab(prefabAsset, target.transform);
}
else
{
// 情况3: 源是一个普通的、非预制件的游戏物体,直接克隆它
newInstance = Instantiate(source, target.transform);
}
// [结束重要改动]
newInstance.name = source.name;
Undo.RegisterCreatedObjectUndo(newInstance, "Create " + newInstance.name);
}
}
Undo.CollapseUndoOperations(group);
string successMsg = string.Format(currentTexts.SuccessMessage, sourceCount, targetCount);
EditorUtility.DisplayDialog(currentTexts.SuccessTitle, successMsg, "OK");
Debug.Log(successMsg);
}
#region Language Methods
private void DrawLanguageButtons()
{
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("中文")) SwitchLanguage(DisplayLanguage.Chinese);
if (GUILayout.Button("English")) SwitchLanguage(DisplayLanguage.English);
if (GUILayout.Button("日本語")) SwitchLanguage(DisplayLanguage.Japanese);
if (GUILayout.Button("한국어")) SwitchLanguage(DisplayLanguage.Korean);
EditorGUILayout.EndHorizontal();
}
private void SwitchLanguage(DisplayLanguage lang)
{
if (currentLanguage != lang)
{
LoadLanguageTexts(lang);
EditorPrefs.SetInt("BatchProcessor_Language", (int)lang);
}
}
private void LoadLanguageTexts(DisplayLanguage lang)
{
currentLanguage = lang;
currentTexts = allTexts[lang];
this.titleContent = new GUIContent(currentTexts.WindowTitle);
}
private static void InitializeLanguages()
{
if (allTexts != null) return;
allTexts = new Dictionary<DisplayLanguage, UITexts>();
// ... (语言文本部分未变,保持原样) ...
// English
allTexts[DisplayLanguage.English] = new UITexts
{
WindowTitle = "Batch Processor",
SourceObjectHeader = "Source Objects",
SourceObjectLabel = "1. Add objects to be copied (Prefabs or scene objects) to the list below:",
TargetObjectHeader = "Target Objects",
TargetObjectLabel = "2. Add target objects to the list below. Source objects will be copied as their children:",
ApplyButton = "Apply",
HelpHint = "Tip: All operations support standard Undo (Ctrl+Z or Cmd+Z).",
SuccessTitle = "Success",
SuccessMessage = "Successfully added {0} source object(s) to {1} target object(s).",
ErrorTitle = "Error",
ErrorSourceMissing = "Please specify at least one source object!",
ErrorTargetMissing = "Please specify at least one target object!",
UndoActionName = "Batch Add Children"
};
// Chinese
allTexts[DisplayLanguage.Chinese] = new UITexts
{
WindowTitle = "批量处理工具",
SourceObjectHeader = "源物体",
SourceObjectLabel = "1. 将需要被复制的物体 (预制件或场景物体) 添加到下方列表:",
TargetObjectHeader = "目标物体",
TargetObjectLabel = "2. 将目标物体添加到下方列表,源物体将被复制并成为其子物体:",
ApplyButton = "应用",
HelpHint = "提示:所有操作都支持标准的撤销功能 (Ctrl+Z 或 Cmd+Z)。",
SuccessTitle = "成功",
SuccessMessage = "成功为 {1} 个目标物体分别添加了 {0} 个源物体。",
ErrorTitle = "错误",
ErrorSourceMissing = "请至少指定一个源物体!",
ErrorTargetMissing = "请至少指定一个目标物体!",
UndoActionName = "批量添加子物体"
};
// Japanese
allTexts[DisplayLanguage.Japanese] = new UITexts
{
WindowTitle = "バッチ処理ツール",
SourceObjectHeader = "ソースオブジェクト",
SourceObjectLabel = "1. コピーするオブジェクト(プレハブまたはシーンオブジェクト)を下のリストに追加します:",
TargetObjectHeader = "ターゲットオブジェクト",
TargetObjectLabel = "2. ターゲットオブジェクトを下のリストに追加します。ソースオブジェクトがその子としてコピーされます:",
ApplyButton = "適用",
HelpHint = "ヒント:すべての操作は標準の元に戻す(Ctrl+ZまたはCmd+Z)をサポートしています。",
SuccessTitle = "成功",
SuccessMessage = "{1}個のターゲットオブジェクトに{0}個のソースオブジェクトを正常に追加しました。",
ErrorTitle = "エラー",
ErrorSourceMissing = "少なくとも1つのソースオブジェクトを指定してください!",
ErrorTargetMissing = "少なくとも1つのターゲットオブジェクトを指定してください!",
UndoActionName = "子オブジェクトのバッチ追加"
};
// Korean
allTexts[DisplayLanguage.Korean] = new UITexts
{
WindowTitle = "일괄 처리 도구",
SourceObjectHeader = "소스 오브젝트",
SourceObjectLabel = "1. 복사할 오브젝트(프리팹 또는 씬 오브젝트)를 아래 목록에 추가하십시오:",
TargetObjectHeader = "타겟 오브젝트",
TargetObjectLabel = "2. 타겟 오브젝트를 아래 목록에 추가하십시오. 소스 오브젝트가 자식으로 복사됩니다:",
ApplyButton = "적용",
HelpHint = "팁: 모든 작업은 표준 실행 취소(Ctrl+Z 또는 Cmd+Z)를 지원합니다.",
SuccessTitle = "성공",
SuccessMessage = "{1}개의 타겟 오브젝트에 {0}개의 소스 오브젝트를 성공적으로 추가했습니다.",
ErrorTitle = "오류",
ErrorSourceMissing = "하나 이상의 소스 오브젝트를 지정하십시오!",
ErrorTargetMissing = "하나 이상의 타겟 오브젝트를 지정하십시오!",
UndoActionName = "자식 오브젝트 일괄 추가"
};
}
#endregion
}