Unity 编辑器扩展 子物体材质替换

代码

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

public class ReplaceMaterial : Editor
{
    public static GameObject thisObject;
    public static Material newMaterial;

    public static string oldMaterialName = "Roof_Red";
    public static string newMaterialPath = "MaterialReplace/Roof_Orange";

    [MenuItem("CONTEXT/Transform/ReplaceMaterial")]
    static void MaterialReplacing()
    {
        newMaterial = Resources.Load<Material>(newMaterialPath);
        thisObject = Selection.activeGameObject;
        Debug.Log("正在替换" + thisObject.name + "中的指定材质");
        TraverseChild(thisObject);
    }

    static void TraverseChild(GameObject thisObject)
    {
        for (int i = 0; i < thisObject.GetComponentsInChildren<Renderer>(true).Length; i++)
        {
            if (thisObject == null)
            {
                Debug.LogError("Error1");
                continue;
            }
            else if (thisObject.GetComponentsInChildren<Renderer>(true)[i] == null)
            {
                Debug.LogError("Error2");
                continue;
            }
            else if (thisObject.GetComponentsInChildren<Renderer>(true)[i].sharedMaterial == null)
            {
                Debug.LogError(thisObject.GetComponentsInChildren<Renderer>(true)[i].name + "Error3");
                continue;
            }

            Debug.Log("遍历第" + i + "个子物体:" + thisObject.GetComponentsInChildren<Renderer>(true)[i].name);

            bool tobeChanged = false;
            foreach(var j in thisObject.GetComponentsInChildren<Renderer>(true)[i].sharedMaterials)
            {
                if (j.name == oldMaterialName)
                    tobeChanged = true;
            }

            if(tobeChanged)
            {
                List<Material> materials = new List<Material>();
                foreach (var j in thisObject.GetComponentsInChildren<Renderer>(true)[i].sharedMaterials)
                {
                    if (j.name == oldMaterialName)
                    {
                        Debug.Log("正在替换" + thisObject.name + "的材质:" +
                            j.name + "->" +
                            newMaterial.name);

                        materials.Add(newMaterial);
                    }
                    else
                        materials.Add(j);
                }
                thisObject.GetComponentsInChildren<Renderer>(true)[i].sharedMaterials = materials.ToArray();
            }
        }
    }
}

使用方法

效果

替换前

替换中

替换后

常见问题:为什么材质无法替换?

可以替换sharedMaterial,也可以替换sharedMaterials,但是不能替换sharedMaterials[index]

这应该是一个比较常见的错误,就是说,sharedMaterial是get、set,sharedMaterials也是get、set,但是sharedMaterials[index]仅仅是get,就像如果要改变transform.position,必须x、y、z一起改变,不可以只改变x。

总结

其实一开始我也在这里卡住了很久,仔细看了很多遍,怎么看都不是逻辑的问题。

百度也查不到,但是上Google用英文一查,第一个就是答案。

Setting shared materials not working?

Q:

So, I try to assign material like

someObject.GetComponent<Renderer>().sharedMaterials[0] = coolMaterial

But it doesn't take. I've debugged it and the new material I am trying to assign it to is correct, and the object material remains the same after this line as before. It is an instanced clone, so I don't know if that has to do with it. I even tried .materials too.

A:

You can't assign each material individually: material, sharedMaterial sharedMaterials confusion - Unity Forum

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转载自blog.csdn.net/weixin_43673589/article/details/124598749
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