Unity3D研究院之Prefab里面的Prefab关联问题

最近造了个轮子可以批量替换prefab里的prefab,欢迎大家测试~https://bitbucket.org/xuanyusong/prefab-replace

最近在做UI部分中遇到了这样的问题,就是Prefab里面预制了Prefab。可是在Unity里面一旦Prefab预制了Prefab那么内部的Prefab就失去关联。导致与如果要改内部的Prefab需要把所有引用的地方全部改一遍。今天在逛国外网站看到了一个老外的思路,原文在这里http://framebunker.com/blog/poor-mans-nested-prefabs/

下面直接上代码

using UnityEngine;

#if UNITY_EDITOR

using UnityEditor;

using UnityEditor.Callbacks;

#endif

using System.Collections.Generic;

[ExecuteInEditMode]

public class PrefabInstance : MonoBehaviour

{

public GameObject prefab;

#if UNITY_EDITOR

// Struct of all components. Used for edit-time visualization and gizmo drawing

public struct Thingy {

public Mesh mesh;

public Matrix4x4 matrix;

public List<Material> materials;

}

[System.NonSerializedAttribute] public List<Thingy> things = new List<Thingy> ();

void OnValidate () {

things.Clear();

if (enabled)

Rebuild (prefab, Matrix4x4.identity);

}

void OnEnable () {

things.Clear();

if (enabled)

Rebuild (prefab, Matrix4x4.identity);

}

void Rebuild (GameObject source, Matrix4x4 inMatrix) {

if (!source)

return;

Matrix4x4 baseMat = inMatrix * Matrix4x4.TRS (-source.transform.position, Quaternion.identity, Vector3.one);

foreach (MeshRenderer mr in source.GetComponentsInChildren(typeof (Renderer), true))

{

things.Add(new Thingy () {

mesh = mr.GetComponent<MeshFilter>().sharedMesh,

matrix = baseMat * mr.transform.localToWorldMatrix,

materials = new List<Material> (mr.sharedMaterials)

});

}

foreach (PrefabInstance pi in source.GetComponentsInChildren(typeof (PrefabInstance), true))

{

if (pi.enabled && pi.gameObject.activeSelf)

Rebuild (pi.prefab, baseMat * pi.transform.localToWorldMatrix);

}

}

// Editor-time-only update: Draw the meshes so we can see the objects in the scene view

void Update () {

if (EditorApplication.isPlaying)

return;

Matrix4x4 mat = transform.localToWorldMatrix;

foreach (Thingy t in things)

for (int i = 0; i < t.materials.Count; i++)

Graphics.DrawMesh (t.mesh, mat * t.matrix, t.materials[i], gameObject.layer, null, i);

}

// Picking logic: Since we don't have gizmos.drawmesh, draw a bounding cube around each thingy

void OnDrawGizmos () { DrawGizmos (new Color (0,0,0,0)); }

void OnDrawGizmosSelected () { DrawGizmos (new Color (0,0,1,.2f)); }

void DrawGizmos (Color col) {

if (EditorApplication.isPlaying)

return;

Gizmos.color = col;

Matrix4x4 mat = transform.localToWorldMatrix;

foreach (Thingy t in things)

{

Gizmos.matrix = mat * t.matrix;

Gizmos.DrawCube(t.mesh.bounds.center, t.mesh.bounds.size);

}

}

// Baking stuff: Copy in all the referenced objects into the scene on play or build

[PostProcessScene(-2)]

public static void OnPostprocessScene() {

foreach (PrefabInstance pi in UnityEngine.Object.FindObjectsOfType (typeof (PrefabInstance)))

     BakeInstance (pi);

}

public static void BakeInstance (PrefabInstance pi) {

if(!pi.prefab || !pi.enabled)

return;

pi.enabled = false;

GameObject go = PrefabUtility.InstantiatePrefab(pi.prefab) as GameObject;

Quaternion rot = go.transform.localRotation;

Vector3 scale = go.transform.localScale;

go.transform.parent = pi.transform;

go.transform.localPosition = Vector3.zero;

go.transform.localScale = scale;

go.transform.localRotation = rot;

pi.prefab = null;

foreach (PrefabInstance childPi in go.GetComponentsInChildren<PrefabInstance>())

BakeInstance (childPi);

}

#endif

}

用法比较简单,比如我有两个Prefab,inside嵌入在Big里面。如下图所示,把PrefabInstance脚本挂在Big上,然后把inside拖入下方。

OK 无论怎么修改inside这个Prefab,当实例化Big的时候都能得到最新修改的Inside这个Prefab。

持续思考:

界面预览问题,就是我在布界面的时候,我需要把子集Prefab界面控件拖进来预览效果。如果用上述思路UI的Prefab就必须通过脚本自动生成。一份是预览用的也就是不需要脚本的,一份是只带脚本运行时动态生成的。在处理自动生成UIPrefab的时候可以利用tag 比如像这种需要内嵌的Prefab标记一个特殊的tag,在Editor下完成Prefab的导出。另外布界面的时候不需要绑定脚本,而上述脚本的绑定也应该由Editor导出Prefab的时候完成。

总之一切布界面的时候只操作Prefab不操作脚本。

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转载自blog.csdn.net/qq_35037137/article/details/89214825
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