Unity 4.6 编辑器,使用预定义数据创建脚本
本文关键字:预定义 数据 创建 脚本 编辑器 Unity | 更新日期: 2023-09-27 18:36:31
我正在尝试在 Unity 编辑器中制作一个易于使用的按钮,用于创建角色和物品。
我将在这里抛出一些额外的信息来帮助解释我的问题。我的游戏结构是这样的;游戏控制器>>字符脚本>>(玩家名称)脚本字符对象上既有字符脚本,又有以它命名的脚本。
我希望能够在 Unity 编辑器中单击"创建新角色",它会执行以下操作;1) 提示输入要使用的名称。2) 从用户键入的任何内容中创建名为 Name 的空游戏对象。3) 创建一个名为 same 的新 C# 脚本,并将其添加到对象中。 -我希望生成的脚本中包含一些预先确定的"字符模板"代码。4) 将新脚本附加到新的空游戏对象,并为其附加"角色脚本"。
提前谢谢。
最后一个子问题。通过角色脚本上的公共单一行为从游戏控制器访问玩家命名脚本会更好吗?
或者 CharacterScript 可以动态扩展 PlayerNamedScript,兄弟姐妹。
我希望这一点是清楚的。再次感谢。
试试这个
将 CharacterCreatorEditor.cs 放在项目中名为 Editor 的文件夹中。
角色创建编辑器.cs
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
using System.Text.RegularExpressions;
public class CharacterCreatorEditor : EditorWindow {
#region Character Fields
//Add as many character specific fields / variables you want here.
//Remember to update the same thing in the "CharacterTemplate.txt"!
public string characterName = "John Doe";
public float characterHealth = 10;
public int characterCost = 1000;
public bool isBadGuy = false;
#endregion
private bool needToAttach = false; //A boolean that checks whether a newly created script has to be attached
private float waitForCompile = 1; //Counter for compile
GameObject tempCharacter; //A temporary GameObject that we assign the new chracter to.
//A Menu Item when clicked will bring up the Editor Window
[MenuItem ("AxS/Create New Character")]
public static void CreateNewChar () {
EditorWindow.GetWindow(typeof(CharacterCreatorEditor));
}
void OnGUI () {
GUILayout.Label("Here's a sample Editor Window. Put in more variables as you need below.");
GUILayout.Space(10);
//Note on adding more fields
//The code below is broken into groups, one group per variable
//While it's relatively long, it keeps the Editor Window clean
//Most of the code should be fairly obvious
GUILayout.BeginHorizontal();
GUILayout.Label("Character Name", new GUILayoutOption[0]);
characterName = EditorGUILayout.TextField(characterName, new GUILayoutOption[0]);
GUILayout.EndHorizontal();
GUILayout.Space(10);
GUILayout.BeginHorizontal();
GUILayout.Label("Character Health", new GUILayoutOption[0]);
characterHealth = EditorGUILayout.FloatField(characterHealth, new GUILayoutOption[0]);
GUILayout.EndHorizontal();
GUILayout.Space(10);
GUILayout.BeginHorizontal();
GUILayout.Label("Character Cost", new GUILayoutOption[0]);
characterCost = EditorGUILayout.IntField(characterCost, new GUILayoutOption[0]);
GUILayout.EndHorizontal();
GUILayout.Space(10);
GUILayout.BeginHorizontal();
GUILayout.Label(string.Format("Is {0} a Bad Guy?", new object[] { characterName }), new GUILayoutOption[0]);
isBadGuy = EditorGUILayout.Toggle(isBadGuy, new GUILayoutOption[0]);
GUILayout.EndHorizontal();
GUILayout.Space(10);
GUI.color = Color.green;
//If we click on the "Done!" button, let's create a new character
if(GUILayout.Button("Done!", new GUILayoutOption[0]))
CreateANewCharacter();
}
void Update () {
//We created a new script below (See the last few lines of CreateANewCharacter() )
if(needToAttach) {
//Some counter we just keep reducing, so we can give the
//EditorApplication.isCompiling to kick in
waitForCompile -= 0.01f;
//So a few frames later, we can assume that the Editor has enough
//time to "catch up" and EditorApplication.isCompiling will now be true
//so, we wait for the newly created script to compile
if(waitForCompile <= 0) {
//The newly created script is done compiling
if(!EditorApplication.isCompiling) {
//Lets add the script
//Here we add the script using the name as a string rather than
//it's type in Angled braces (As done below)
tempCharacter.AddComponent(characterName.Replace(" ", ""));
//Reset the control variables for attaching these scripts.
needToAttach = false;
waitForCompile = 1;
}
}
}
}
private void CreateANewCharacter () {
//Instantiate a new GameObject
tempCharacter = new GameObject();
//Name it the same as the Character Name
tempCharacter.name = characterName;
//Add the ChracterScript component. Note the use of angle braces over quotes
tempCharacter.AddComponent<CharacterScript>();
//Loading the template text file which has some code already in it.
//Note that the text file is stored in the path PROJECT_NAME/Assets/CharacterTemplate.txt
TextAsset templateTextFile = AssetDatabase.LoadAssetAtPath("Assets/CharacterTemplate.txt",
typeof(TextAsset)) as TextAsset;
string contents = "";
//If the text file is available, lets get the text in it
//And start replacing the place holder data in it with the
//options we created in the editor window
if(templateTextFile != null) {
contents = templateTextFile.text;
contents = contents.Replace("CHARACTERCLASS_NAME_HERE", characterName.Replace(" ", ""));
contents = contents.Replace("CHARACTER_NAME_HERE", characterName);
contents = contents.Replace("CHARACTER_HEALTH_HERE", characterHealth.ToString());
contents = contents.Replace("CHARACTER_COST_HERE", characterCost.ToString());
contents = contents.Replace("CHARACTER_BAD_GUY_HERE", isBadGuy.ToString().ToLower());
}
else {
Debug.LogError("Can't find the CharacterTemplate.txt file! Is it at the path YOUR_PROJECT/Assets/CharacterTemplate.txt?");
}
//Let's create a new Script named "CHARACTERNAME.cs"
using(StreamWriter sw = new StreamWriter(string.Format(Application.dataPath + "/{0}.cs",
new object[] { characterName.Replace(" ", "") }))) {
sw.Write(contents);
}
//Refresh the Asset Database
AssetDatabase.Refresh();
//Now we need to attach the newly created script
//We can use EditorApplication.isCompiling, but it doesn't seem to kick in
//after a few frames after creating the script. So, I've created a roundabout way
//to do so. Please see the Update function
needToAttach = true;
}
}
将下面的文本文件放入路径"YOUR_PROJECT/资产/角色模板.txt"中,如果不这样做,代码将不起作用!
字符模板.txt
using UnityEngine;
using System.Collections;
public class CHARACTERCLASS_NAME_HERE : MonoBehaviour {
public string characterName = "CHARACTER_NAME_HERE";
public float characterHealth = CHARACTER_HEALTH_HERE;
public int characterCost = CHARACTER_COST_HERE;
public bool isBadGuy = CHARACTER_BAD_GUY_HERE;
public void SomeMethod () {
}
}
代码说明
首先,编辑器脚本采用所有输入变量(它们应该相当明显)单击完成按钮后,将发生以下情况
- 实例化新的游戏对象
- 实例化游戏对象的名称与编辑器中的角色名称相同(例如。约翰·多伊)
- 附加字符脚本(您的常用脚本)
- 将读取模板文本文件("CharacterTemplate.txt"),并将所有数据替换为您在编辑器窗口中输入的数据
- 然后将其写入新的脚本文件
- 我们刷新资产数据库,并等待新创建的脚本编译完成(例如。约翰多伊.cs)
- 最后,将脚本附加到步骤 1 中实例化的游戏对象
对于第二个问题,您需要做的是让所有 PlayerNamedClass 扩展相同的基类。这样,您就可以键入将在 CharacterScript 中公开的变量
因此,例如,如果您将基类称为"NamedCharacterScripts"
在约翰多伊.cs
public class JohnDoe : NamedCharacterScripts
在简多伊.cs
public class JaneDoe : NamedCharacterScripts
在字符脚本中.cs
public NamedCharacterScripts namedCharacterScript;
void Awake () {
//This will assign JohnDoe.cs for the GameObject named "John Doe" &
//JaneDoe.cs to the GameObject named "Jane Doe"
namedCharacterScript = GetComponent<NamedCharacterScripts>();
}
希望这能回答你的问题。如果您有问题,请发表评论
我的脚本不像 Venkat 的答案那样可用于生产,但出于教育目的应该更容易理解。
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
[ExecuteInEditMode]
public class CharacterTools : MonoBehaviour
{
[SerializeField, HideInInspector]
private string className;
private bool waitForCompile = false;
private void Update()
{
if (string.IsNullOrEmpty(className))
return;
if (waitForCompile && EditorApplication.isCompiling)
waitForCompile = false;
if (!waitForCompile && !EditorApplication.isCompiling)
{
var gameObject = new GameObject(className);
Debug.Log("Attempting to add " + className);
var c = gameObject.AddComponent(className);
className = null;
}
}
[ContextMenu("Create character")]
private void CreateCharacter()
{
string name = "Number" + Random.Range(0, 100).ToString();
string nameTemplate = "{0}Character";
string contentTemplate = @"using UnityEngine;
public class {0} : MonoBehaviour
{{
}}
";
var className = string.Format(nameTemplate, name);
var path = Application.dataPath + "/" + className + ".cs";
var scriptFile = new StreamWriter(path);
scriptFile.Write(string.Format(contentTemplate, className));
scriptFile.Close();
AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceSynchronousImport);
AssetDatabase.Refresh();
this.className = className;
this.waitForCompile = true;
}
}
用法:
- 将此脚本添加到场景中的任何对象。
- 右键单击检查器中刚刚添加的组件。
- 选择"创建角色"。
- 等待几秒钟。