一般在做編輯器的時候會給策劃做一些腳本或者ScriptableObject,讓策劃進(jìn)行或拽賦值等操作。舉個例子假如開始策劃說我只需要拖放一個GameObject,但是N天以后策劃說這里想拖多個GameObject. 那么如果開始序列化的數(shù)據(jù)不是List<GameObject>那么就悲劇了,數(shù)據(jù)結(jié)構(gòu)一變策劃之前拖拽過的工作都玩白做了。。有些人為了做兼容不得不在寫一個新的數(shù)據(jù)結(jié)構(gòu)讓策劃來填寫,但是這樣就得是多個變量了,代碼看起來比較丑了。
其實Unity也意識到這個問題了。他們提供了一個方案
FormerlySerializedAs(name)
public string a1;
[FormerlySerializedAs("a1")]
public string a2;
這樣可以把a1刪除了,然后 a1序列化的數(shù)據(jù)就保存在a2里。但是它這個有局限性,比如這里我想把a1的數(shù)據(jù)放到一個新的對象里就不行了。比如這樣
public class NewBehaviourScript : MonoBehaviour {
public Hero hero;
}
[System.Serializable]
public class Hero
{
[FormerlySerializedAs("a1")]
public string a2;
}
而且它這個只能替換相同數(shù)據(jù)結(jié)構(gòu),假如我想GameObject放到List<GameObject>里也不行了。。。所以我寫了一個批量賦值的工具。把MonoBehaviour和ScriptableObject以泛型的形式傳進(jìn)去,讓舊的數(shù)據(jù)等于新的數(shù)據(jù)、然后在類里把就把舊的變量直接刪除掉就好了。
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;
public class TestEditor : Editor {
[MenuItem("1/ModifyPrefab")]
static void Test()
{
ModifyAsset.ModifyPrefab<NewBehaviourScript>(delegate(Component obj) {
NewBehaviourScript script = obj as NewBehaviourScript;
script.hero.objects = new List<GameObject>(){script.obj};
});
}
[MenuItem("1/ModifyScene")]
static void Test1()
{
ModifyAsset.ModifyScene<NewBehaviourScript>(delegate(Component obj){
NewBehaviourScript script = obj as NewBehaviourScript;
script.hero.objects = new List<GameObject>(){script.obj};
});
}
[MenuItem("1/ModifyScriptableObject")]
static void Test2()
{
ModifyAsset.ModifyScriptableObject<MyAsset>(delegate(ScriptableObject obj) {
MyAsset script = obj as MyAsset;
script.hero.objects = new List<GameObject>(){script.obj};
});
}
}
可能出現(xiàn)這個問題的只有三處
1.prefab里的數(shù)據(jù)
2.scene里的數(shù)據(jù)
3.ScriptableObject
核心代碼就是遍歷、找到以后回調(diào)出去。
#if UNITY_EDITOR
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine.SceneManagement;
using System.Reflection;
using System;
using UnityEditor.SceneManagement;
public class ModifyAsset
{
static public void ModifyPrefab<T> (Action<Component>callBack) where T: MonoBehaviour
{
string[] guids = AssetDatabase.FindAssets ("t:Prefab");
foreach (string guid in guids) {
string path = AssetDatabase.GUIDToAssetPath (guid);
GameObject obj = AssetDatabase.LoadAssetAtPath<GameObject> (path);
T[] scripts = obj.GetComponentsInChildren<T> (true);
for (int i = 0; i < scripts.Length; i++)
{
callBack (scripts[i]);
}
EditorUtility.SetDirty (obj);
AssetDatabase.SaveAssets ();
AssetDatabase.Refresh ();
}
}
static public void ModifyScene<T> (Action<Component>callBack) where T: MonoBehaviour
{
EditorSceneManager.SaveOpenScenes ();
foreach (EditorBuildSettingsScene editorBuildSettingsScene in EditorBuildSettings.scenes)
{
Scene scene=EditorSceneManager.OpenScene (editorBuildSettingsScene.path);
T[] scripts = Resources.FindObjectsOfTypeAll<T> ();
for (int i = 0; i < scripts.Length; i++)
{
callBack (scripts[i]);
}
EditorSceneManager.SaveScene(scene);
AssetDatabase.SaveAssets ();
AssetDatabase.Refresh ();
}
}
static public void ModifyScriptableObject<T> (Action<ScriptableObject>callBack) where T: ScriptableObject
{
string[] guids = AssetDatabase.FindAssets ("t:ScriptableObject");
foreach (string guid in guids) {
string path = AssetDatabase.GUIDToAssetPath (guid);
if (path.EndsWith (".asset")) {
T script = AssetDatabase.LoadAssetAtPath<T> (path);
if (script != null) {
callBack (script);
EditorUtility.SetDirty (script);
AssetDatabase.SaveAssets ();
AssetDatabase.Refresh ();
}
}
}
}
}
#endif
序列化對象 ,把obj放到hero.objects[0]里面,然后在把obj刪除就行了
using UnityEngine;
using System.Collections;
using UnityEngine.Serialization;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
public class NewBehaviourScript : MonoBehaviour
{
public GameObject obj;
public Hero hero;
}
[System.Serializable]
public class Hero
{
public List<GameObject> objects;
}
ScriptableObject
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[CreateAssetMenu]
public class MyAsset : ScriptableObject {
public GameObject obj;
public Hero hero;
}
OK這樣數(shù)據(jù)就拷貝過去了。然后就可以把舊的數(shù)據(jù)結(jié)構(gòu)刪除了。
做到這里其實還沒有完,因為這里就算在腳本里刪除了變量名, 那這個變量名之前序列化的數(shù)據(jù)還在prefab里序列化這。除非修改保存一下才行,所以最好在批量執(zhí)行一下
EditorUtility.SetDirty (obj);
