• Unity 导入项目tag与layer的方法


    UnityEditor》AssetPostprocessor 控制导入的脚本

    类中的方法字段

    public string assetPath { get; set; }

    public AssetImporter assetImporter { get; }

    public Texture2D preview { get; set; }

    public virtual int GetPostprocessOrder();

    public virtual uint GetVersion();

    public void LogError(string warning);

    public void LogError(string warning, [DefaultValue("null")] UnityEngine.Object context);

    public void LogWarning(string warning);

    public void LogWarning(string warning, [DefaultValue("null")] UnityEngine.Object context);

    可以注意下projectsetting 下的assets 文件的数据

    以下时TagManger的数据

    这些内容手动配置是无法更改引擎内的数据的

    //Mono挂在网上的脚本新版本存在两个问题

    >layer 层 在index8之后才能设置

    >tag 默认size0

    可能时mono 16年的帖子针对5x版本可行但是针对17版本不可执行

    代码:

    using UnityEditor;

    public class M_LayerExtent : AssetPostprocessor {

        static string TagsAdd = "momo&yang";

        static string TagsLayer = "ruoruo&hang";

        private const string ScriptsPath = "Assets/Editor/M_LayerExtent.cs";

        static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)

        {

            foreach (string s in importedAssets)

            {

                //此脚本需要存在的路径

                if (s.Equals(ScriptsPath))

                {

                    string[] tags = TagsAdd.Split('&');

                    string[] Layers = TagsLayer.Split('&');

                    foreach (var tag in tags) AddTag(tag);

                    foreach (var layer in Layers) AddLayer(layer);

                    //Debug.Log("loading....");

                    return;

                }

            }

        }

        static void AddTag(string tag)

        {

            if (!isHasTag(tag))

            {           

                SerializedObject tagManager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]);

                SerializedProperty it = tagManager.GetIterator();

                //Debug.Log("prop is:"+it);

                while (it.NextVisible(true))

                {

                    if (it.name == "tags")

                    {

                        //Debug.Log("NextVisible is:" + it.name+" size is:"+it.arraySize);

                        it.arraySize++;

                        for (int i = 0; i < it.arraySize; i++)

                        {

                           

                            SerializedProperty dataPoint = it.GetArrayElementAtIndex(i);

                            //Debug.Log("loading.... " + dataPoint.stringValue);

                            if (string.IsNullOrEmpty(dataPoint.stringValue))

                            {

                                dataPoint.stringValue = tag;

                                tagManager.ApplyModifiedProperties();

                                //Debug.Log("is loading tag");

                                return;

                            }

                        }

                    }

                }

            }

        }

        

        static void AddLayer(string layer)

        {

            if (!isHasLayer(layer))

            {

                SerializedObject tagManager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]);

                SerializedProperty it = tagManager.GetIterator();

                while (it.NextVisible(true))

                {

                    //Debug.Log("prop is:"+ it.name);

                    if (it.name == "layers")                                         

                    {

                        for (int i = 0; i < it.arraySize; i++)

                        {

                            SerializedProperty dataPoint = it.GetArrayElementAtIndex(i+1);

                            //Debug.Log("loading.... " + dataPoint.stringValue+"  i:"+i);

                            //默认前把层无法设置

                            if (string.IsNullOrEmpty(dataPoint.stringValue)&&i>=8)

                            {

                               

                                dataPoint.stringValue = layer;

                                tagManager.ApplyModifiedProperties();

                                //Debug.Log("is loading layer");

                                return;

                            }

                        }

                    }

                    

                }

            }

        }

        static bool isHasTag(string tag)

        {

            for (int i = 0; i < UnityEditorInternal.InternalEditorUtility.tags.Length; i++)

            {

                if (UnityEditorInternal.InternalEditorUtility.tags[i].Contains(tag))

                    return true;

            }

            return false;

        }

        static bool isHasLayer(string layer)

        {

            for (int i = 0; i < UnityEditorInternal.InternalEditorUtility.layers.Length; i++)

            {

                if (UnityEditorInternal.InternalEditorUtility.layers[i].Contains(layer))

                    return true;

            }

            return false;

        }

    }

  • 相关阅读:
    全局数据库名称/数据库实例/SID 的区别
    【转载】ORACLE 10G DBCA创建脚本实现手动创建数据库
    apue 20130328
    apue 20130323
    visual c++6.0
    C语言
    apue 20130322
    apue 20130324
    apue 20130325
    C语言里的字符串解析
  • 原文地址:https://www.cnblogs.com/yangxiaohang/p/8623646.html
Copyright © 2020-2023  润新知