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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