Unity3D 一键为选中的物体添加自适应BoxCollider组件(完美版)

鼠标右键选中物体,会遍历其下所有子物体,进行一个自适应的Box大小添加。

如图:

该脚本需要放在Assets/Editor文件夹下

using UnityEngine;
using UnityEditor;

public class BoundsTool
{
    // 适用在编辑器菜单上
    // [MenuItem("金手指/添加自适应BoxCollider")]

    // 适用在Project里设置,以免预制体不会保存,所以直接右键预制体进行添加
    // [MenuItem("Assets/添加自适应BoxCollider", false, 0)]

    // 适用在场景中鼠标右键
    [MenuItem("GameObject/添加自适应BoxCollider", false, 0)]
    private static void AutoBoxCollider()
    {
        //如果未选中任何物体 返回
        GameObject gameObject = Selection.activeGameObject;
        if (gameObject == null) return;

        // 获取数据
        Vector3 startingScale = gameObject.transform.localScale;
        var quat = gameObject.transform.rotation;
        Vector3 locScale = gameObject.transform.localScale;

        // 创建边界
        Bounds meshBound = new Bounds();
        MeshFilter[] meshes = gameObject.GetComponentsInChildren<MeshFilter>();
        gameObject.transform.rotation = Quaternion.Euler(0f, 0f, 0f);
        gameObject.transform.localScale = Vector3.one;

        for (int i = 0; i < meshes.Length; i++)
        {
            Mesh ms = meshes[i].sharedMesh;
            int vc = ms.vertexCount;
            for (int j = 0; j < vc; j++)
            {
                if (i == 0 && j == 0)
                {
                    meshBound = new Bounds(meshes[i].transform.TransformPoint(ms.vertices[j]), Vector3.zero);
                }
                else
                {
                    meshBound.Encapsulate(meshes[i].transform.TransformPoint(ms.vertices[j]));
                }
            }
        }

        gameObject.transform.rotation = quat;
        gameObject.transform.localScale = locScale;
        var meshBoundOffset = meshBound.center - gameObject.transform.position;

        // 先判断当前是否有碰撞器 进行销毁
        var currentCollider = gameObject.GetComponent<Collider>();
        if (currentCollider != null) Object.DestroyImmediate(currentCollider);
        // 添加BoxCollider 
        var boxCollider = gameObject.AddComponent<BoxCollider>();

        // 设置BoxCollider的中心点及大小
        boxCollider.size = new Vector3(meshBound.size.x * gameObject.transform.localScale.x / startingScale.x,
            meshBound.size.y * gameObject.transform.localScale.y / startingScale.y,
            meshBound.size.z * gameObject.transform.localScale.z / startingScale.z);
        boxCollider.center = new Vector3(meshBoundOffset.x * gameObject.transform.localScale.x / startingScale.x,
            meshBoundOffset.y * gameObject.transform.localScale.y / startingScale.y,
            meshBoundOffset.z * gameObject.transform.localScale.z / startingScale.z);
    }
}

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