? ? ? ? 一直忙于工作就很久没发博客了,从这周期打算一周一更,先从简单的实用的一些编辑器扩展用起.
????????这篇文章记录一下一个修改prefab的简单方法,只做一下Api的简单列举,用此方法可以单独或批量进行prefab内容修改
using System;
using UnityEditor;
using UnityEngine;
namespace FrameWork.Editor.Scripts.TestScripts
{
public class TestEditorWindow : EditorWindow
{
[MenuItem("Test/TestWindow")]
private static void ShowWindow()
{
var window = GetWindow<TestEditorWindow>();
window.titleContent = new GUIContent("TITLE");
window.Show();
}
private void OnGUI()
{
if (GUILayout.Button("读取prefab并修改"))
{
LoadPrefabAndDoSomething("Assets/TestFolder/Cube.prefab", ChangeBoxCollider);
}
}
/// <summary>
/// 通过路径加载预制体,并对预制体进行修改操作保存
/// </summary>
/// <param name="prefabPath">预制体路径</param>
/// <param name="doMethod">可变化的修改方法</param>
private void LoadPrefabAndDoSomething(string prefabPath,Func<GameObject,bool> doMethod)
{
GameObject targetObj = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
bool isChange = doMethod(targetObj);
if (isChange)
{
EditorUtility.SetDirty(targetObj);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
}
private bool ChangeBoxCollider(GameObject targetObj)
{
BoxCollider boxCollider = targetObj.GetComponent<BoxCollider>();
bool isEdit = false;
if (!boxCollider.isTrigger)
{
boxCollider.isTrigger = true;
isEdit = true;
}
return isEdit;
}
}
}
脚本内容为简单的创建一个编辑窗口,提供打开窗口进行编辑,可以进行各种拓展
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