Unity撤销功能 包括(缩放 位置 颜色 显示隐藏)

Unity撤销功能采用命令模式,本代码可以进行多组模型以此撤销,如果有人觉得一一拖拽麻烦可以自己更改通过便利根节点代码加入。

状态管理类

using System;
using System.Collections.Generic;
using UnityEngine;

public class MStateManager : MonoBehaviour
{
    // 用于记录需要管理的物体
    public List<GameObject> objectsToManage = new List<GameObject>();

    private void Awake()
    {
        // 记录所有需要管理的物体的初始状态
        foreach (GameObject obj in objectsToManage)
        {
           
            obj.AddComponent<Memento>();
            obj.GetComponent<Memento>().SaveState();
        }
    }
    public void StateSave()
    {
        // 记录所有需要管理的物体的初始状态
        foreach (GameObject obj in objectsToManage)
        {
            obj.AddComponent<Memento>();
            obj.GetComponent<Memento>().SaveState();
        }
    }
    // 撤销操作
    public void Undo()
    {
        foreach (GameObject obj in objectsToManage)
        {
            Memento memento = obj.GetComponent<Memento>();
            if (memento != null)
            {
                memento.Undo();
            }
        }
    }

    // 重做操作
    public void Redo()
    {
        foreach (GameObject obj in objectsToManage)
        {
            Memento memento = obj.GetComponent<Memento>();
            if (memento != null)
            {
                memento.Redo();
            }
        }
        
    }

  
    private class Memento : MonoBehaviour
    {
        private Stack<State> undoStack = new Stack<State>();
        private Stack<State> redoStack = new Stack<State>();

        private class State
        {
            public Vector3 position;
            public Vector3 scale;
            public bool isHidden;
            public Color color;

            public State(Vector3 position, Vector3 scale, bool isHidden, Color color)
            {
                this.position = position;
                this.scale = scale;
                this.isHidden = isHidden;
                this.color = color;
            }
        }

        public void SaveState()
        {
            undoStack.Push(new State(transform.position, transform.localScale, !gameObject.activeSelf, GetComponent<Renderer>().material.color));
        
        }

        public void Undo()
        {
            if (undoStack.Count >0)
            {
                State state = undoStack.Pop();
                redoStack.Push(new State(transform.position, transform.localScale, !gameObject.activeSelf, GetComponent<Renderer>().material.color));
                transform.position = state.position;
                transform.localScale = state.scale;
                gameObject.SetActive(!state.isHidden);
                GetComponent<Renderer>().material.color = state.color;
            }
        }

        public void Redo()
        {
            if (redoStack.Count > 0)
            {
                State state = redoStack.Pop();
                undoStack.Push(new State(transform.position, transform.localScale, !gameObject.activeSelf, GetComponent<Renderer>().material.color));
                transform.position = state.position;
                transform.localScale = state.scale;
                gameObject.SetActive(!state.isHidden);
                GetComponent<Renderer>().material.color = state.color;
            }
        }
    }
}

测试类
using UnityEngine;

public class Example : MonoBehaviour
{
public GameObject Cube1;
public GameObject Cube2;

private MStateManager stateManager;

private void Start()
{
    stateManager =GetComponent<MStateManager>();
    stateManager.objectsToManage.Add(Cube1);
    stateManager.objectsToManage.Add(Cube2);
}

private void Update()
{
    if (Input.GetKeyDown(KeyCode.Z))
    {
        stateManager.Undo();

    }
    else if (Input.GetKeyDown(KeyCode.Y))
    {
        stateManager.Redo();

    }
    if (Input.GetKeyDown(KeyCode.P))
    {
        Cube1.transform.position += Vector3.right;
        stateManager.StateSave();


    }
    if (Input.GetKeyDown(KeyCode.W))
    {
        Cube2.transform.position += Vector3.right;
        stateManager.StateSave();


    }
}

}
在这里插入图片描述

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