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c# – Unity 4.6编辑器,使用预定义数据创建脚本

 印度阿三17 2019-06-24

我想在Unity Editor中创建一个易于使用的按钮,用于创建角色和项目.

我会在这里抛出一些额外的信息来帮助解释我的问题.
我的游戏结构如下;
游戏控制器>>字符脚本>> (PlayerName)脚本
字符对象具有字符脚本和以其命名的脚本.

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)提示使用名称.
2)从用户输入的内容中创建名为Name的空游戏对象.
3)创建一个名为相同的新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,并附加“角色脚本”.

提前致谢.

最后一个子问题.
通过角色脚本上的公共单一行为从GameController访问PlayerNamedScript会更好吗?

或者,CharacterScript可以动态扩展PlayerNamedScript兄弟姐妹.

我希望这很清楚.再次感谢.

解决方法:

试试吧

将CharacterCreatorEditor.cs放在项目中某处名为Editor的文件夹中.

CharacterCreatorEditor.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 / Assets / CharacterTemplate.txt”如果不这样,代码将无法正常工作!

CharacterTemplate.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,编辑器脚本获取所有输入变量(应该相当明显它们是什么)
单击完成按钮后,会发生以下情况

>实例化一个新的GameObject
>实例化的GameObject的名称与编辑器中的字符名称相同(例如John Doe)
>附加了CharacterScript(您的通用脚本)
>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,并等待新编译的脚本编译(例如JohnDoe.cs)
>最后将脚本附加到步骤1中实例化的GameObject

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,您可以键入将在CharacterScript中公开的变量

因此,例如,如果您调用基类“NamedCharacterScripts”

在JohnDoe.cs

public class JohnDoe : NamedCharacterScripts

在JaneDoe.cs

public class JaneDoe : NamedCharacterScripts

在CharacterScript.cs中

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.如果您遇到问题,请发表评论

来源:https://www./content-1-263151.html

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