我正在尝试在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 字符对象同时包含字符脚本和以其命名的脚本。
我希望能够点击"创建新角色"在Unity编辑器中,它执行以下操作; 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。 - 我希望生成的脚本有一些预先确定的"字符模板"代码在里面。 4)将新脚本附加到新的空游戏对象,并附加一个"字符脚本"它也是。
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。
我希望这很清楚。再次感谢。
答案 0 :(得分:4)
试试这个
将 CharacterCreatorEditor.cs 放在项目中某个名为编辑的文件夹中。
<强> CharacterCreatorEditor.cs 强>
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;
}
}
将以下文本文件放入路径&#34; YOUR_PROJECT / Assets / CharacterTemplate.txt&#34; 如果您不知道,代码WON&#39; T WORK!< / p>
<强> CharacterTemplate.txt 强>
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
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,您可以键入您在CharacterScript
因此,例如,如果你调用基类&#34; NamedCharacterScripts&#34;
在 JohnDoe.cs
中public class JohnDoe : NamedCharacterScripts
在 JaneDoe.cs
中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
答案 1 :(得分:0)
我的剧本不像Venkat的答案那样是生产就绪的,但出于教育目的,它应该更容易理解。
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: