播放后自定义编辑器重置?

时间:2017-02-22 20:16:12

标签: c# unity3d unity5

我正在制作一个自定义编辑器,使用两个GUI按钮实例化和销毁多个对象。在编辑模式下,一切正常,我可以实例化多个预制件,然后逐个销毁它们,从最后一次实例化到第一次,但是只要我按下#34;播放"并且"停止",我无法销毁任何先前实例化的预制件(在播放模式之前实例化)。我可以实例化新的预制件然后销毁它们,但是对于那些在我玩之前实例化的预制件 - 它们不会受到影响。

现在,我并不担心在播放模式下会发生这种情况,但我绝对希望从播放模式之前继续这一点。

每当实例化预制件时,我都会将其添加到堆栈并跟踪大小。在我点击播放后 - 停止,它似乎重置为0。

在浏览了关于类似问题的大量帖子并检查了Unity的API之后,我意识到我需要找到一种方法来保存自定义编辑器设置和变量,方法是将它们序列化或弄脏,我只是不知道怎么做到这一点。我已经尝试了这些帖子中的建议,但似乎没有任何工作在我的情况下(或者我做错了)。

我有一个Monobehaviour脚本和一个编辑器脚本。我会针对单一类型的对象发布片段,因为其他部分是相同的。

这是第一个:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;

 [System.Serializable, ExecuteInEditMode]
  public class ObjectControl: MonoBehaviour {

 [SerializeField, HideInInspector]
 public Stack<GameObject> undoStack = new Stack<GameObject>();
 public GameObject instance;
 public int undoStackSize;
 public int objectSelectionIndex = 0;

 public void placeObject()
 {
     switch (objectSelectionIndex)
     {
         case 1:

             Debug.Log("Just received a number 1 from the editor");
             GameObject object_A = Resources.Load("Prefabs/Object_A") as GameObject;
             instance = Instantiate(object_A, this.transform.position, this.transform.rotation, this.transform);

             undoStack.Push(instance);
             undoStackSize = undoStack.Count;

             break;

         case 4:

             Debug.Log("Just received a number 4 from the editor, deleting the object");

             if (undoStack.Count > 0)
             {
                 GameObject objToUndo = undoStack.Pop();
                 DestroyImmediate(objToUndo);
                 undoStackSize--;

             }

             else
             {
                 Debug.Log("Stack is empty! Stack size is: " + undoStack.Count);
             }

             break;
     }
 }

编辑脚本:

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;


[CustomEditor(typeof(ObjectControl)), CanEditMultipleObjects]
public class ObjectControlEditor : Editor
 {

 int objectSelectionToolbar = 0;
 int numberOfPossibleUndo;

 bool chooseOption = false;
 bool objectSelectionFoldout = false;

 public ObjectControl scriptTarget;

 public void Awake()
 {
     scriptTarget = (ObjectControl)target;
 }

 public override void OnInspectorGUI()
 {
     DrawDefaultInspector();

     GUI.changed = false;

     chooseOption = EditorGUILayout.Foldout(chooseOption, "Choose a segment to add:");

     if (chooseOption)
     {

         EditorGUILayout.BeginVertical();

         stationSelectionFoldout = GUILayout.Toggle(stationSelectionFoldout, "" + (stationSelectionFoldout ? "▼ Object selection ▼" : "► Object selection ◄"), "Button", GUILayout.MaxWidth(Screen.width), GUILayout.Height(25));

         if (objectSelectionFoldout)
         {

             GUILayout.Space(5);     //Space before a text box
             GUILayout.Box("Select lenght of the station:");
             GUILayout.Space(5);     //Space after a text box and before a toolbox

             string[] objectSelectionToolbarOptions = new string[] { "Object A", "Object B", "Object C" };

             stationSelectionToolbar = GUILayout.Toolbar(objectSelectionToolbar, objectSelectionToolbarOptions, GUILayout.MinWidth(Screen.width), GUILayout.Height(50));
             GUILayout.Space(5);

             RollerCoasterBuilder scriptTarget = (RollerCoasterBuilder)target;
             numberOfPossibleUndo = scriptTarget.undoStackSize;

             switch (objectSelectionToolbar)
             {
                 case 0:

                     GUILayout.BeginHorizontal();

                     if (GUILayout.Button("Place selected object", GUILayout.Height(30)))
                     {
                         scriptTarget.objectSelectionIndex = 1;
                         scriptTarget.PlaceObject();
                     }

                     GUILayout.Space(5);

                     if (GUILayout.Button("Undo" + "(" + numberOfPossibleUndo + ")", GUILayout.Height(30)))
                     {
                         scriptTarget.objectSelectionIndex = 4;
                         scriptTarget.PlaceObject();
                     }

                     GUILayout.EndHorizontal();

                     break;
                 }
            }  
      }
   if (GUI.changed)
      {
      EditorUtility.SetDirty(target);
      }
}
}

2 个答案:

答案 0 :(得分:1)

Unity无法序列化堆栈数据类型。尝试将undoStack转换为Array []或List&lt;&gt;。您可以在此处查看可序列化类型的列表:https://docs.unity3d.com/ScriptReference/SerializeField.html

或者,如果Unity尚不支持,您可以编写自己的序列化版本的类型。见:http://answers.unity3d.com/questions/460727/how-to-serialize-dictionary-with-unity-serializati.html(第二个回复)。

另外,请务必阅读API中EditorUtility.SetDirty()页面的NOTE部分,以确保您当前的实现不会针对Unity的粒度运行。我无法链接它,因为我只有足够的代表发布2个链接...

答案 1 :(得分:0)

感谢Michael的意见。

我决定抛弃堆栈并继续从上到后逐个删除子对象,如本文所示:Simple way to Delete the Last Child of a GameObject

播放模式后没有更多问题:)

度过美好的一天!