Created
April 11, 2019 07:40
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Unity object replicator like blender's array modifier
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
[ExecuteInEditMode] | |
public class Replicator : MonoBehaviour | |
{ | |
[SerializeField] Transform _prefab; | |
[SerializeField, Range(1, 300)] int _count = 1; | |
[SerializeField] Vector3 _translate = Vector3.zero; | |
[SerializeField] Vector3 _rotation = Vector3.zero; | |
[SerializeField] Vector3 _scale = Vector3.one; | |
[SerializeField] Vector3 _randomizeTranslateFactor = Vector3.zero; | |
[SerializeField] Vector3 _randomizeRotationFactor = Vector3.zero; | |
[SerializeField] Vector3 _randomizeScaleFactor = Vector3.zero; | |
Transform _transform; | |
void Start() | |
{ | |
_transform = transform; | |
UnityEditor.EditorApplication.delayCall += Reset; | |
} | |
void Destroy() | |
{ | |
UnityEditor.EditorApplication.delayCall += Reset; | |
} | |
void OnValidate() | |
{ | |
_transform = transform; | |
UnityEditor.EditorApplication.delayCall += Reset; | |
} | |
void Reset() | |
{ | |
UnityEditor.EditorApplication.delayCall -= Reset; | |
if (_prefab == null) { | |
Debug.LogError("prefab is null"); | |
} | |
// Get children to remove | |
var objToRemove = new List<GameObject>(); | |
foreach (Transform child in _transform) { | |
objToRemove.Add(child.gameObject); | |
} | |
// Create children | |
var pos = Vector3.zero; | |
var rot = Quaternion.identity; | |
var scale = Vector3.one; | |
for (int i = 0; i < _count; i++) | |
{ | |
var obj = Instantiate(_prefab, pos, rot, _transform); | |
obj.localScale = scale; | |
pos += _translate + Vector3.Scale(Random.insideUnitSphere, _randomizeTranslateFactor); | |
rot = rot * Quaternion.Euler(_rotation + Vector3.Scale(Random.rotation.eulerAngles, _randomizeRotationFactor)); | |
scale = Vector3.Scale(scale, _scale) + Vector3.Scale(Random.insideUnitSphere, _randomizeScaleFactor); | |
} | |
// Remove old children | |
foreach (var obj in objToRemove) { | |
DestroyImmediate(obj); | |
} | |
} | |
} |
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