我有一个预制的,上面有一个名为RoomInfo
的MonoBehaviour脚本。我正在使用自定义编辑器来覆盖OnSceneGUI()
,以使可单击的多维数据集更改房间的退出列表。当我打开用于版本的预制件时,需要将修改应用于预制件资产,但是我似乎找不到如何做的事情。
当打开预制件时,它处于预制模式(自Unity 2018起)。我尝试使用PrefabUtility
类中的方法,但是从GameObject
返回的((RoomInfo)target).gameObject
不属于任何形式的预制(?!?),请参见函数IsPartOfAnyPrefab(Object componentOrGameObject)
。另外,问题在于保存预制资产,因为在GameScene中编辑预制实例时可以使用。
要检查的班级:
public class RoomInfo : MonoBehaviour
{
[SerializeField, Range(1, 10)]
private int XTile = 1;
[SerializeField, Range(1, 7)]
private int YTile = 1;
[SerializeField, HideInInspector]
private List<Vector2Int> Exits_Up = new List<Vector2Int>();
[SerializeField, HideInInspector]
private List<Vector2Int> Exits_Down = new List<Vector2Int>();
[SerializeField, HideInInspector]
private List<Vector2Int> Exits_Right = new List<Vector2Int>();
[SerializeField, HideInInspector]
private List<Vector2Int> Exits_Left = new List<Vector2Int>();
}
编辑器:
[CustomEditor(typeof(RoomInfo), true)]
public class RoomInspector : Editor
{
private RoomInfo room = null;
private SerializedProperty upExitsProperty;
private SerializedProperty downExitsProperty;
private SerializedProperty rightExitsProperty;
private SerializedProperty leftExitsProperty;
private void Awake()
{
room = target as RoomInfo;
upExitsProperty = serializedObject.FindProperty("Exits_Up");
downExitsProperty = serializedObject.FindProperty("Exits_Down");
rightExitsProperty = serializedObject.FindProperty("Exits_Right");
leftExitsProperty = serializedObject.FindProperty("Exits_Left");
}
public void OnSceneGUI()
{
serializedObject.Update();
for (int i = 0; i < room.XTileNb; i++) // Down
{
Vector3 pos = new Vector3(i + 0.5f, -0.5f, -0.5f);
Vector2Int coordinates = new Vector2Int(i, 0);
int index = -1;
bool contain = Contains(downExitsProperty, coordinates, ref index);
if (contain)
Handles.color = new Color(0.0f, 1.0f, 0.0f, 0.8f);
else
Handles.color = new Color(1.0f, 0.0f, 0.0f, 0.8f);
if (Handles.Button(pos, Quaternion.identity, 1.0f, 1.0f, Handles.CubeHandleCap))
{
if (contain)
Remove(downExitsProperty, index);
else
Add(downExitsProperty, coordinates);
Repaint();
}
}
// ...
// Repeated 3 times for up, left and right of the room
serializedObject.ApplyModifiedPropertiesWithoutUndo();
}
方法Contains
,Remove
和Add
只是帮助功能,用于将序列化属性作为列表进行操作。
我希望能够将更改应用于预制资产,以便设计人员可以创建房间预制,而这并不是要在游戏场景中进行更改。谢谢你的帮助 ! :)