139 lines
5.0 KiB
C#
139 lines
5.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEngine;
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public class tooltest : MonoBehaviour
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{
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public Transform a;
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public Transform b;
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public List<Transform> A;
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public List<Transform> B;
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public int CardCount = 0;
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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[ContextMenu("粘贴5个脚本(设备)")]
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public void Replace5()
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{
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var b1 = b.AddComponent<DeviceQuery>();
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var b2 = b.AddComponent<DragTest>();
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var b3 = b.AddComponent<TmsAlarmQuery>();
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var b4 = b.AddComponent<TransparentGlow>();
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var b5 = b.AddComponent<DragTest1>();
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UnityEditorInternal.ComponentUtility.CopyComponent(a.GetComponent<DeviceQuery>());
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UnityEditorInternal.ComponentUtility.PasteComponentValues(b1);
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UnityEditorInternal.ComponentUtility.CopyComponent(a.GetComponent<DragTest>());
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UnityEditorInternal.ComponentUtility.PasteComponentValues(b2);
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UnityEditorInternal.ComponentUtility.CopyComponent(a.GetComponent<TmsAlarmQuery>());
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UnityEditorInternal.ComponentUtility.PasteComponentValues(b3);
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UnityEditorInternal.ComponentUtility.CopyComponent(a.GetComponent<TransparentGlow>());
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UnityEditorInternal.ComponentUtility.PasteComponentValues(b4);
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UnityEditorInternal.ComponentUtility.CopyComponent(a.GetComponent<DragTest1>());
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UnityEditorInternal.ComponentUtility.PasteComponentValues(b5);
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if (!b.GetComponent<MeshCollider>()) b.AddComponent<MeshCollider>();
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b.gameObject.layer = 8;
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}
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[ContextMenu("-----------------------------------------------------------------")]
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[ContextMenu("粘贴4个脚本(板卡)")]
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public void Replace4()
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{
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for (int i = 0; i < A.Count; i++)
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{
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var b1 = B[i].AddComponent<DeviceQuery>();
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//var b2 = B.AddComponent<DragTest>();
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var b3 = B[i].AddComponent<TmsAlarmQuery>();
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var b4 = B[i].AddComponent<TransparentGlow>();
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//var b5 = B.AddComponent<DragTest1>();
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var b6 = B[i].AddComponent<ClickEvent>();
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UnityEditorInternal.ComponentUtility.CopyComponent(A[i].GetComponent<DeviceQuery>());
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UnityEditorInternal.ComponentUtility.PasteComponentValues(b1);
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//UnityEditorInternal.ComponentUtility.CopyComponent(A.GetComponent<DragTest>());
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//UnityEditorInternal.ComponentUtility.PasteComponentValues(b2);
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UnityEditorInternal.ComponentUtility.CopyComponent(A[i].GetComponent<TmsAlarmQuery>());
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UnityEditorInternal.ComponentUtility.PasteComponentValues(b3);
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UnityEditorInternal.ComponentUtility.CopyComponent(A[i].GetComponent<TransparentGlow>());
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UnityEditorInternal.ComponentUtility.PasteComponentValues(b4);
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//UnityEditorInternal.ComponentUtility.CopyComponent(A.GetComponent<DragTest1>());
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//UnityEditorInternal.ComponentUtility.PasteComponentValues(b5);
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UnityEditorInternal.ComponentUtility.CopyComponent(A[i].GetComponent<ClickEvent>());
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UnityEditorInternal.ComponentUtility.PasteComponentValues(b6);
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if (!B[i].GetComponent<MeshCollider>()) B[i].AddComponent<MeshCollider>();
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B[i].gameObject.layer = 13;
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}
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}
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[ContextMenu("-----------------------------------------------------------------")]
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[ContextMenu("粘贴2个脚本(端口)")]
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public void Replace2()
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{
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for (int i = 0; i < A.Count; i++)
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{
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PortQuery b1 = B[i].AddComponent<PortQuery>();
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//var b2= B[i].AddComponent<>
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UnityEditorInternal.ComponentUtility.CopyComponent(A[i].GetComponent<PortQuery>());
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UnityEditorInternal.ComponentUtility.PasteComponentValues(b1);
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B[i].position = A[i].position;
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B[i].gameObject.layer = 11;
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B[i].GetComponent<PortQuery>().portList.portPosition = (i + 1).ToString();
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}
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}
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[ContextMenu("端口位置排序")]
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public void Replace2_()
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{
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for (int i = 0; i < B.Count; i++)
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{
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var b1 = B[i].GetComponent<PortQuery>();
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b1.portList.portPosition = (i + 1).ToString();
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}
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}
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[ContextMenu("-----------------------------------------------------------------")]
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[ContextMenu("创建U位")]
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public void Replace1()
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{
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GameObject emptyObject = new GameObject("U位");
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emptyObject.transform.parent = b;
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emptyObject.transform.localPosition = Vector3.zero;
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emptyObject.transform.localEulerAngles = Vector3.zero;
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emptyObject.AddComponent<UPosManger>();
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for (int i = 0; i < CardCount; i++)
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{
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GameObject g = new GameObject();
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g.transform.parent = emptyObject.transform;
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g.transform.localPosition = Vector3.zero;
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g.transform.localEulerAngles = Vector3.zero;
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g.name = (i + 1).ToString();
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g.AddComponent<UPosItem>();
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}
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}
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}
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