[轉(zhuǎn)]序列化的對象修改格式

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);

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