如何递归获取每个项目的级别?

How to get the levels for each item recursive?

using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;

public class GetChildsEditorWindow : EditorWindow
{
    public Transform transform;
    int levelsMin = 3, levelsMax = 4;
    static int currentLevel;
    List<Transform> allChildren = new List<Transform>();
    static int oldLevel = 0;
    Vector2 scrollPos;
    public int levelNum = 0;
    public int totalLevels = 0;

    // Add menu named "My Window" to the Window menu
    [MenuItem("Get Childs/Get")]
    static void Init()
    {
        oldLevel = currentLevel;
        // Get existing open window or if none, make a new one:
        GetChildsEditorWindow window = (GetChildsEditorWindow)EditorWindow.GetWindow(typeof(GetChildsEditorWindow), false, "Get Childs");
        window.Show();
    }

    private void OnGUI()
    {
        GUILayout.Space(20);
        transform = EditorGUILayout.ObjectField("Transform to get childs", transform, typeof(Transform), true) as Transform;

        EditorGUI.BeginDisabledGroup(transform == null);
        currentLevel = (int)EditorGUILayout.Slider("Slider", currentLevel, levelsMin, levelsMax);
        EditorGUI.EndDisabledGroup();

        if (allChildren != null && allChildren.Count > 0)
        {
            EditorGUILayout.BeginHorizontal();
            scrollPos =
                EditorGUILayout.BeginScrollView(scrollPos, GUILayout.Width(400), GUILayout.Height(400));
            for (int i = 0; i < allChildren.Count; i++)
            {
                allChildren[i] = EditorGUILayout.ObjectField("Transform " + i.ToString(), allChildren[i], typeof(Transform), true) as Transform;
            }
            EditorGUILayout.EndScrollView();
            EditorGUILayout.EndHorizontal();
        }

        if (oldLevel != currentLevel)
        {
            if (transform != null)
            {
                allChildren = new List<Transform>();
                IterateOverChild(transform, currentLevel, levelsMax);
                oldLevel = currentLevel;
            }
        }

        if(GUILayout.Button("GEt it"))
        {
            IterateOverChild(transform, 1);
            Debug.Log(currentLevel);
        }
    }

    public void IterateOverChild(Transform original, int currentLevel, int maxLevel)
    {
        if (currentLevel > maxLevel) return;
        for (var i = 0; i < original.childCount; i++)
        {
            Debug.Log($"{original.GetChild(i)}");
            allChildren.Add(original.GetChild(i));
            IterateOverChild(original.GetChild(i), currentLevel + 1, maxLevel);
        }
    }

    public void IterateOverChild(Transform original, int currentLevel)
    {
        for (var i = 0; i < original.childCount; i++)
        {
            Debug.Log($"{original.GetChild(i)}");
            allChildren.Add(original.GetChild(i));
            IterateOverChild(original.GetChild(i), currentLevel + 1);            
        }
    }
}

我想自动获取每个对象的所有关卡深度并在编辑器中显示它window。

例如:

Object 1 is at level 0
Onject 2 is at level 3
Object 3 is at level 0

但我遇到了一些问题:

代码现在第二个方法IterateOverChild显示在最后3层总共但是有4层。以及如何显示每个对象他所在的级别?

在屏幕截图中红色箭头为 1 级绿色箭头为 2 级黄色 3 级和蓝色 4 级:

我在第 1 级看到两个游戏对象 GameObject 和 GameObject (1),然后在第 2 级看到 2 个游戏对象,在第 3 级看到两个对象,最后一个在第 4 级。这就是我对关卡逻辑的看法。

我想更新 ui 编辑器 window 面板,其中包含对象和每个对象在每个对象附近的级别,以显示级别编号。 (我给对象命名为 Level 1 Level 2 Level 3 Level 4 只是为了用我对级别的逻辑来命名它们)。

如何获取任何变换的级别?

这个方法完全显示了水平。只需将所需的转换放入参数中即可:

public static int ObjectLevel(Transform current, int level = 0)
{
    if (current.parent) return ObjectLevel(current.parent, ++level);

    return level;
}

一行类似的方法:

public static int ObjectLevel(Transform current, int level = 0) => current.parent ? ObjectLevel(current.parent, ++level) : level;


一个例子...

这里显示所有游戏对象的等级:

public void Start()
{
    foreach (var _transform in GameObject.FindObjectsOfType<Transform>())
    {
        var level = ObjectLevel(_transform);
        
        _transform.name += ", level: " + level;
    }
}


结果: