工作休息---unity中UnityEditor的使用

mac2022-06-30  97

本人菜鸟一只,最近工作要求需要自己搭个服务器,然后unity资源从服务器中加载,再让资源在客户端动态加载出来,本人曾经接触过把自己的电脑做成服务器,然后局域网中可以访问你的文件夹中的资源, 没有涉及数据库(感觉自己好Low)。

还是进入正题吧,使用UnityEditor,在unity菜单栏中创建出一个菜单键,并且进入可以看见窗口。

仔细看可以看见多出来的Tools,然后就是点击进入出现的窗口,后面也就是将这些东西导出来;

接下来,我们就来聊聊怎么样建立出这个菜单项,举一个unity属性的栗子吧:

using UnityEngine;using System.Collections;using UnityEditor;

public class ExportTools : EditorWindow{

 [MenuItem("Tools/Export")]    static void Execute()    {       Debug.Log("=====");    }

 void OnGUI()    {

    }

}

需要注意的是MenuItem一定得写在方法前面,否则会报错哦!!还有方法必须是静态的。

接下来就是使用OnGUI写窗口,写button(其实本菜鸟OnGUI也不是很懂,但是还是看的懂滴)

    private string savePath;    private GameObject exportObject;    private int optionalCount = 0;    private Texture2D[] optionalTexture = new Texture2D[0];

 void OnGUI()    {        exportObject = EditorGUILayout.ObjectField("Export Object", exportObject, typeof(GameObject), true) as GameObject;        EditorGUILayout.Space();        optionalCount = EditorGUILayout.IntField("Optional Count", optionalCount);        for (int i = 0; i < optionalCount; i++)        {            if (optionalTexture.Length != optionalCount)            {                optionalTexture = new Texture2D[optionalCount];            }            EditorGUILayout.Space();            optionalTexture[i] = EditorGUILayout.ObjectField("Optional Textures" + i, optionalTexture[i], typeof(Texture2D), false) as Texture2D;        }        EditorGUILayout.Space();        EditorGUILayout.Space();        EditorGUILayout.BeginHorizontal();        EditorGUILayout.Space();        if (GUILayout.Button("EXPORT", GUILayout.Width(100), GUILayout.Height(20)))        {                  }        EditorGUILayout.EndHorizontal();    }

这样就实现简单的窗口了,但是还没有实现互动的哟

所以关键一步来了,实现导出按钮的功能:

 

 if (GUILayout.Button("EXPORT", GUILayout.Width(100), GUILayout.Height(20)))        {            if (Validate())            {                ExportAndSave(exportObject);                Clear();            }            else            {                EditorUtility.DisplayDialog("error","back check","ok");            }        }

 

 

以下代码是在导出之前对资源的一些处理:

 private void ExportAndSave(GameObject go)//保存路径    {        savePath = EditorUtility.SaveFilePanel("Save",@"D:\",go.name,"unity3d");        Debug.Log(savePath);        Export(go,savePath);    }    private void Export(GameObject go, string filePath)    {        if (!EditorUtility.IsPersistent(go))//判断是否在project视图下        {            GameObject tmp = GameObject.Instantiate(go) as GameObject;            go = GetPrefab(tmp,go.name) as GameObject;        }        Object[] asset = optionalTexture;        if(File.Exists(filePath))File.Delete(filePath);        BuildPipeline.BuildAssetBundle(go,asset,filePath,BuildAssetBundleOptions.CollectDependencies,BuildTarget.StandaloneWindows);        AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(go));    }    private object GetPrefab(GameObject go,string name)    {        Object result = PrefabUtility.CreateEmptyPrefab("Assets/"+name+".prefab");        result = PrefabUtility.ReplacePrefab(go,result);        Object.DestroyImmediate(go);        return result;    }    private bool Validate()//判断资源是否为空    {        bool b1 = (exportObject == null);        bool b2 = false;        foreach (Texture2D t in optionalTexture)        {            b2 = b2 || (t == null);        }        return !(b1||b2);    }

最后

private void Clear()    {        exportObject = null;        optionalCount = 0;    }

全部重置

结束:菜鸟一名,也是从其他网站获取的知识,也是希望扩散扩散自己觉得有用的东西吧。

转载于:https://www.cnblogs.com/cJJJ/p/6693769.html

相关资源:JAVA上百实例源码以及开源项目
最新回复(0)