一.一键生成多个预制体的方法
1.1 适用于制作多个预制体(一个模型文件下面几百个子物体,都需要制作成预制体,这一个一个拖不是要炸裂)
1.2 模型资源如下图
1.3 模型先放到Resources文件夹下面方便读取,制作完预制体可以给他拖到其他文件夹
模型文件结构如下图(经测试放模型的文件夹名字要和模型名字一致,不然找不到,你也可以修改代码测试其他方法)
文章来源:https://www.toymoban.com/news/detail-601450.html
1.4 下面是编辑器脚本
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEngine;
/// <summary>
/// 编辑器脚本
/// </summary>
public class CreationPrefab : EditorWindow
{
[MenuItem("Tools/一键生成Prefab")]
public static void CreatePrefabWindow()
{
EditorWindow window = EditorWindow.GetWindowWithRect(typeof(CreationPrefab), new Rect(Screen.width / 3, Screen.height / 3, 800, 500), true, "CreationPrefab");
window.Show();
}
//保存prefab的路径
private static string toSavePrefabPath = "Assets/Prefabs/新模型库/机柜内设备";
private void OnGUI()
{
EditorGUILayout.LabelField("预制体保存路径::", toSavePrefabPath, GUILayout.Width(110));
toSavePrefabPath = EditorGUILayout.TextArea(toSavePrefabPath, GUILayout.Width(250));
if (GUILayout.Button("转换预制体", GUILayout.Width(260)))
{
ToPrefab();
}
if (GUILayout.Button("修改预制体", GUILayout.Width(260)))
{
ModifyPrefab(toSavePrefabPath);
}
}
private void ToPrefab()
{
string path = "Assets/Resources";
string[] allFolder1 = GetAllFolder(path);
if (allFolder1 == null)
return;
//循环次数取决于 ,源文件的目录结构 ,此处为 4 级结构
//也就是Resources下面4级文件夹,到达模型文件夹 一级一个for循环
for (int i = 0; i < allFolder1.Length; i++)
{
string path2 = $"{path}/{allFolder1[i]}";
string[] allFolder2 = GetAllFolder(path2);
if (allFolder2 == null)
{
return;
}
for (int j = 0; j < allFolder2.Length; j++)
{
string path3 = $"{path2}/{allFolder2[j]}";
string[] allFolder3 = GetAllFolder(path3);
if (allFolder3 == null)
return;
for (int k = 0; k < allFolder3.Length; k++)
{
string path4 = $"{path3}/{allFolder3[k]}";
string[] allFolder4 = GetAllFolder(path4);
Debug.Log($"编号:{k} {allFolder3[k]}文件下有 {allFolder4.Length} 个文件夹!");
if (allFolder4 == null)
return;
if (!Directory.Exists(toSavePrefabPath))
{
Directory.CreateDirectory(toSavePrefabPath);
}
for (int l = 0; l < allFolder4.Length; l++)
{
string speedTree = $"{path4}/{allFolder4[l]}/{allFolder4[l]}";
string[] strs = Regex.Split(speedTree, path + "/", RegexOptions.IgnoreCase);
GameObject go = Instantiate(GetFileObj(strs[1]));
go.name = go.name.Replace("(Clone)", string.Empty);
//给预制体添加脚本,修改属性
//go.transform.tag = "Model";
//if (go.GetComponent<BoxCollider>() == null)
// go.AddComponent<BoxCollider>();
//if (go.GetComponent<Rigidbody>() == null)
// go.AddComponent<Rigidbody>();
//go.GetComponent<Rigidbody>().isKinematic = true;
string modeName = allFolder4[l].Split('_')[0];
for (int p = 0; p < go.transform.childCount; p++)
{
PrefabUtility.SaveAsPrefabAsset(go.transform.GetChild(p).gameObject, $"{toSavePrefabPath}/{go.transform.GetChild(p).name}.prefab");
}
DestroyImmediate(go);
}
AssetDatabase.Refresh();
}
}
}
}
/// <summary>
/// 获取路径下的 Obj
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
private GameObject GetFileObj(string path)
{
GameObject go = Resources.Load<GameObject>(path);
if (go != null)
{
return go;
}
else
{
Debug.Log(path);
return null;
}
}
/// <summary>
/// 获取路径下的所有文件夹
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
private string[] GetAllFolder(string path)
{
try
{
string[] dirs = Directory.GetDirectories(path, "*");
string[] folderName = new string[dirs.Length];
for (int i = 0; i < dirs.Length; i++)
{
string file = dirs[i].Split('\\')[1];
folderName[i] = file;
}
return folderName;
}
catch (System.Exception)
{
return null;
}
}
/// <summary>
/// 修改预制体
/// </summary>
/// <param name="path"></param>
private void ModifyPrefab(string path)
{
//获取文件下所有预制体文件
DirectoryInfo info = new DirectoryInfo(path);
FileInfo[] fileInfos = info.GetFiles("*.prefab");
List<GameObject> prefabs = new List<GameObject>();
foreach (var item in fileInfos)
{
string paths = $"{path}/{item.Name}";
GameObject prefab = AssetDatabase.LoadAssetAtPath(paths, typeof(GameObject)) as GameObject;
prefabs.Add(prefab);
}
Debug.Log("执行么" + prefabs.Count);
//修改属性
for (int i = 0; i < prefabs.Count; i++)
{
//修改预制体的position和旋转角度
if (prefabs[i].GetComponent<Transform>() != null)
{
prefabs[i].GetComponent<Transform>().position = Vector3.zero;
prefabs[i].GetComponent<Transform>().rotation = Quaternion.Euler(Vector3.zero);
}
//其他属性请自行添加即可
//if (prefabs[i].GetComponent<Rigidbody>() != null)
//{
// prefabs[i].GetComponent<Rigidbody>().isKinematic = false;
// PrefabUtility.SavePrefabAsset(prefabs[i]);
//}
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
}
1.5两个功能一个生成预制体,一个修改预制体的坐标和角度为0
1.6功能显示位置如下图
文章来源地址https://www.toymoban.com/news/detail-601450.html
二. 编辑器脚本必须放到Editor文件夹下面,否则会报错的
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