我有一个预制件,上面有一个 MonoBehaviour 脚本RoomInfo
。我正在使用自定义编辑器来覆盖OnSceneGUI()
以制作可点击的立方体来更改房间的出口列表。当我打开预制件进行编辑时,需要将修改应用于预制件资产,但我似乎找不到如何去做。
打开预制件时,这是预制件模式(自 Unity 2018 起)。我试过使用PrefabUtility
类中的方法,但GameObject
返回的((RoomInfo)target).gameObject
不属于任何类型的预制件(?!?)见函数IsPartOfAnyPrefab(Object componentOrGameObject)
。此外,问题只是保存预制资产,因为在 GameScene 中编辑预制实例时它可以工作。
要检查的类:
public class RoomInfo : MonoBehaviour
{
[SerializeField, Range(1, 10)]
private int XTile = 1;
[SerializeField, Range(1, 7)]
private int YTile = 1;
[SerializeField, HideInInspector]
private List<Vector2Int> Exits_Up = new List<Vector2Int>();
[SerializeField, HideInInspector]
private List<Vector2Int> Exits_Down = new List<Vector2Int>();
[SerializeField, HideInInspector]
private List<Vector2Int> Exits_Right = new List<Vector2Int>();
[SerializeField, HideInInspector]
private List<Vector2Int> Exits_Left = new List<Vector2Int>();
}
编辑:
[CustomEditor(typeof(RoomInfo), true)]
public class RoomInspector : Editor
{
private RoomInfo room = null;
private SerializedProperty upExitsProperty;
private SerializedProperty downExitsProperty;
private SerializedProperty rightExitsProperty;
private SerializedProperty leftExitsProperty;
private void Awake()
{
room = target as RoomInfo;
upExitsProperty = serializedObject.FindProperty("Exits_Up");
downExitsProperty = serializedObject.FindProperty("Exits_Down");
rightExitsProperty = serializedObject.FindProperty("Exits_Right");
leftExitsProperty = serializedObject.FindProperty("Exits_Left");
}
public void OnSceneGUI()
{
serializedObject.Update();
for (int i = 0; i < room.XTileNb; i++) // Down
{
Vector3 pos = new Vector3(i + 0.5f, -0.5f, -0.5f);
Vector2Int coordinates = new Vector2Int(i, 0);
int index = -1;
bool contain = Contains(downExitsProperty, coordinates, ref index);
if (contain)
Handles.color = new Color(0.0f, 1.0f, 0.0f, 0.8f);
else
Handles.color = new Color(1.0f, 0.0f, 0.0f, 0.8f);
if (Handles.Button(pos, Quaternion.identity, 1.0f, 1.0f, Handles.CubeHandleCap))
{
if (contain)
Remove(downExitsProperty, index);
else
Add(downExitsProperty, coordinates);
Repaint();
}
}
// ...
// Repeated 3 times for up, left and right of the room
serializedObject.ApplyModifiedPropertiesWithoutUndo();
}
方法Contains
和只是将序列化属性作为列表操作的帮助函数Remove
。Add
我希望能够将更改应用到预制资产,以便设计师可以创建房间预制,它不打算在游戏场景中更改。谢谢你的帮助 !:)