Unity插件扩展中组件常用的几个方法

最近为美术编写一个Unity编辑器的扩展,主要为了减轻美术在修改预制对象时的机械化操作的繁琐和出错。具体实现的几个功能:

1、删除指定组件;

2、复制、粘贴指定的组件;

3、重新关联新的属性;

4、重新保存预制对象;

一、删除指定类型的组件

public static void RemoveComponentHandler(GameObject gameObject, Type componentType)
{
foreach (var component in gameObject.GetComponents<Component>())
{
if (component.GetType() == componentType)
{
GameObject.DestroyImmediate(component);
}
}
}

二、复制组件(这里实现的是一次仅复制一个某类型的组件)

public static void CopyComponentHandler(Type componentType, GameObject fromGameObject, GameObject toGameObject)
{
RemoveComponentHandler(toGameObject, componentType); // 查找需要复制的 Component
Component needCopyComponent = null;
foreach (var component in fromGameObject.GetComponents<Component>())
{
if (component.GetType() == componentType)
{
needCopyComponent = component;
break;
}
} // 进行粘贴操作
// 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、关联新属性

就是遍历指定的GameObject,然后找到它附加的组件,重新设置其值即可。

四、替换预制对象

GameObject activeGameObject = Selection.activeGameObject;
if (activeGameObject != null)
{
// 获取当前的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 保存预制对象
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("预制对象 " + strCurrSelectPrefabName + " 修改完成。"); }
else
{
Debug.Log("当前选中的GameObject命名不符合要求,格式:id+h。\tGameObject Name : " + activeGameObject.name);
}
}

最核心的几行代码:

1、实例化一个新的GameObject;

2、替换预制对象;

3、销毁老的GameObject;

4、刷新资源;

对于美术的同事来讲,最复杂、麻烦的莫过于重新关联属性,特别是骨骼动画。因为之前没有统一的规范,所以关联哪一段动画实际上是需要一层一层找的,我看着他们找都觉得累,怎么办呢?我想到一个办法,就是通过name查找新的组件,然后重新赋值关联。通过Name查找某个GameObject下的子节点(前提条件是该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;
}

上面基本上实现了,组件几个常用的方法:

1、添加组件(先复制后粘贴);

2、删除组件;

3、通过名字查找子组件;

4、更新预制对象;

上一篇:高性能Mysql笔记 — 索引


下一篇:使用mysqldump备份时为什么要加上 -q 参数(5.7默认为on)