Unity插件擴展中組件常用的幾個方法
阿新 • • 發佈:2017-10-23
重新 paths form log public 名字查找 實例化 dna mat
最近為美術編寫一個Unity編輯器的擴展,主要為了減輕美術在修改預制對象時的機械化操作的繁瑣和出錯。具體實現的幾個功能:
1、刪除指定組件;
2、復制、粘貼指定的組件;
3、重新關聯新的屬性;
4、重新保存預制對象;
一、刪除指定類型的組件
public static void RemoveComponentHandler(GameObject gameObject, Type componentType) { foreach (var component in gameObject.GetComponents<Component>()) {if (component.GetType() == componentType) { GameObject.DestroyImmediate(component); } } }
二、復制組件(這裏實現的是一次僅復制一個某類型的組件)
public static void CopyComponentHandler(Type componentType, GameObject fromGameObject, GameObject toGameObject) { RemoveComponentHandler(toGameObject, componentType);// 查找需要復制的 Component Component needCopyComponent = null; foreach (var component in fromGameObject.GetComponents<Component>()) { if (component.GetType() == componentType) { needCopyComponent = component; break; } }// 進行粘貼操作 // http://answers.unity3d.com/questions/907294/copy-all-components-from-a-gameobject-and-paste-to.html UnityEditorInternal.ComponentUtility.CopyComponent(needCopyComponent); UnityEditorInternal.ComponentUtility.PasteComponentAsNew(toGameObject); }
三、關聯新屬性
就是遍歷指定的GameObject,然後找到它附加的組件,重新設置其值即可。
四、替換預制對象
GameObject activeGameObject = Selection.activeGameObject; if (activeGameObject != null) { // 獲取當前的id if (new Regex(@"^\d+h$").IsMatch(activeGameObject.name)) { UnityEngine.Object parentObject = null; string strPrefabPath = ""; if (PrefabUtility.GetPrefabType(activeGameObject) == PrefabType.PrefabInstance) { parentObject = EditorUtility.GetPrefabParent(activeGameObject); strPrefabPath = AssetDatabase.GetAssetPath(parentObject); } // 查找id string strId = new Regex(@"h$").Replace(activeGameObject.name, ""); // 第六步 保存預制對象 string strCurrSelectPrefabName = activeGameObject.name; if (strPrefabPath.EndsWith(".prefab")) { // string[] dependPaths = AssetDatabase.GetDependencies(strPrefabPath); GameObject go = GameObject.Instantiate(GameObject.Find(strCurrSelectPrefabName)) as GameObject; PrefabUtility.ReplacePrefab(go, parentObject, ReplacePrefabOptions.ConnectToPrefab); GameObject.DestroyImmediate(activeGameObject); go.name = strCurrSelectPrefabName; AssetDatabase.Refresh(); } Debug.Log("預制對象 " + strCurrSelectPrefabName + " 修改完成。"); } else { Debug.Log("當前選中的GameObject命名不符合要求,格式:id+h。\tGameObject Name : " + activeGameObject.name); } }
最核心的幾行代碼:
1、實例化一個新的GameObject;
2、替換預制對象;
3、銷毀老的GameObject;
4、刷新資源;
對於美術的同事來講,最復雜、麻煩的莫過於重新關聯屬性,特別是骨骼動畫。因為之前沒有統一的規範,所以關聯哪一段動畫實際上是需要一層一層找的,我看著他們找都覺得累,怎麽辦呢?我想到一個辦法,就是通過name查找新的組件,然後重新賦值關聯。通過Name查找某個GameObject下的子節點(前提條件是該Name唯一)
public static GameObject FindChildGameObject(GameObject parent, string childName) { if (parent.name == childName) { return parent; } if (parent.transform.childCount < 1) { return null; } GameObject obj = null; for (int i = 0; i < parent.transform.childCount; i++) { GameObject go = parent.transform.GetChild(i).gameObject; obj = FindChildGameObject(go, childName); if (obj != null) { break; } } return obj; }
上面基本上實現了,組件幾個常用的方法:
1、添加組件(先復制後粘貼);
2、刪除組件;
3、通過名字查找子組件;
4、更新預制對象;
Unity插件擴展中組件常用的幾個方法