Editor-場景資源管理

有的時候,想把某些對象如預制體、音頻、圖片賦值到場景,不想每個資源都寫一個變量,用list又沒法將不同的類型的對象放在一個數(shù)組里,同時想使用這些資源跟使用Resources下的資源一樣。那么接來下這個工具,就滿足了這些需求。

第一步,創(chuàng)建場景資源腳本對象文件如圖

Paste_Image.png
Paste_Image.png
Paste_Image.png

第二步,將相應資源拖到面板即可,可拖單獨文件,也可拖文件夾

Paste_Image.png

到此資源就創(chuàng)建好了

第三步,創(chuàng)建場景資源管理

Paste_Image.png
Paste_Image.png
Paste_Image.png

將之前創(chuàng)建的資源腳本對象賦值到此處

第四步,獲取資源
假設想獲取的是某個音頻則代碼如下

SceneResources.Instance.Load<AudioClip>("xxxx");

這邊有個注意點,就是假設,音頻文件和其他文件(如圖片)命名一樣,獲取的時候就可以加上相應的后綴,就能獲取指定對象了。

SceneResources.Instance.Load<AudioClip>("xxxx.mp3");

在如果,音頻文件,有兩個同名,但是,在不同的文件夾下,這時候要獲取指定的,就可以通過路徑去獲取了

Paste_Image.png

資源其實可以直接賦值到場景中,只是這樣要修改資源的時候,都要打開場景,所以這里單獨創(chuàng)建了一個資源腳本對象去管理資源。這樣后續(xù)的修改就方便多了,每個場景對應一個資源腳本對象。

接下來看看代碼是如何實現(xiàn)的。
資源腳本對象類

using System.Collections.Generic;
using UnityEngine;
namespace WZK
{
    [CreateAssetMenu(fileName = "場景資源", menuName = "創(chuàng)建場景序列化資源")]
    public class ResourcesScriptableObject : ScriptableObject
    {
        public List<Config> _objectList = new List<Config>();
        public List<string> _choseExtensionList = new List<string>();//擴展名
        public int _showMin = 1;
        public int _showMax = 10000;
        [System.Serializable]
        public class Config
        {
            public Object _object;//物體
            public string _assetPath;//Asset下路徑
            public Config(Object obj = null, string assetPath = "")
            {
                _object = obj;
                _assetPath = assetPath;
            }
        }
    }
}

資源腳本對象編輯類

using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
namespace WZK
{
    [CustomEditor(typeof(ResourcesScriptableObject))]
    public class ResourcesScriptableObjectEditor : Editor
    {
        private ResourcesScriptableObject _resourcesScriptableObject;
        private string _directionPath;//文件夾路徑
        private string _fileAssetPath;//文件工程目錄
        private bool _isExist;//是否已存在
        private bool _isDelete;//刪除資源
        public List<string> _extensionList = new List<string> { ".mp3", ".ogg", ".asset", ".txt", ".xml", ".mat", ".prefab", ".png", ".jpg" };//選擇的擴展名列表
        public override void OnInspectorGUI()
        {
            _resourcesScriptableObject = target as ResourcesScriptableObject;
            int index = -1;
            for (int i = 0; i < _extensionList.Count; i++)
            {
                if (i % 4 == 0) EditorGUILayout.BeginHorizontal();
                index = _resourcesScriptableObject._choseExtensionList.IndexOf(_extensionList[i]);
                if (GUILayout.Button(_extensionList[i]))
                {
                    if (index == -1)
                    {
                        _resourcesScriptableObject._choseExtensionList.Add(_extensionList[i]);
                    }
                    else
                    {
                        _resourcesScriptableObject._choseExtensionList.RemoveAt(index);
                    }
                }
                if((i>1&&i%4==3)||i==_extensionList.Count-1) EditorGUILayout.EndHorizontal();
            }
            GUILayout.Space(10);
            if (_resourcesScriptableObject._choseExtensionList.Count == 0)
            {
                EditorGUILayout.LabelField("沒有選擇指定的后綴,默認包含以上所有后綴!");
                
            }
            else
            {
                string str = "";
                for (int i = 0; i < _resourcesScriptableObject._choseExtensionList.Count; i++)
                {
                    str += _resourcesScriptableObject._choseExtensionList[i];
                    if (i < _resourcesScriptableObject._choseExtensionList.Count - 1)
                    {
                        str += "、";
                    }
                }
                EditorGUILayout.LabelField("選擇的后綴:"+str);
            }
            GUILayout.Space(10);
            GUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("顯示區(qū)間");
            _resourcesScriptableObject._showMin = EditorGUILayout.IntField(_resourcesScriptableObject._showMin);
            if (_resourcesScriptableObject._showMin < 1) _resourcesScriptableObject._showMin = 1;
            GUILayout.Label("~");
            _resourcesScriptableObject._showMax = EditorGUILayout.IntField(_resourcesScriptableObject._showMax);
            if (_resourcesScriptableObject._showMax < _resourcesScriptableObject._showMin) _resourcesScriptableObject._showMax = _resourcesScriptableObject._showMin;
            GUILayout.EndHorizontal();
            GUILayout.Space(10);
            List<ResourcesScriptableObject.Config> objList = _resourcesScriptableObject._objectList;
            for (int i = 0; i < objList.Count; i++)
            {
                if (i >= _resourcesScriptableObject._showMin-1&& i < _resourcesScriptableObject._showMax)
                {
                    EditorGUILayout.BeginHorizontal();
                    objList[i]._object = (Object)EditorGUILayout.ObjectField("對象" + (i + 1), objList[i]._object, typeof(Object), false);
                    _isDelete = false;
                    if (GUILayout.Button("刪除" + (i + 1)))
                    {
                        _isDelete = true;
                    }
                    EditorGUILayout.EndHorizontal();
                    objList[i]._assetPath = EditorGUILayout.TextField("路徑" + (i + 1), objList[i]._assetPath);
                    GUILayout.Space(10);
                    if (objList[i]._assetPath == "" && objList[i]._object) objList[i]._assetPath = objList[i]._object.name;
                    if (_isDelete) objList.RemoveAt(i);
                }
            }
            if (Event.current.type == EventType.DragExited)
            {
                System.Type type = DragAndDrop.objectReferences[0].GetType();
                if (type!=typeof(DefaultAsset))
                {
                    AddObject(objList,DragAndDrop.objectReferences[0], DragAndDrop.paths[0]);
                }
                else
                {
                    _directionPath = Application.dataPath;
                    _directionPath = _directionPath.Substring(0, _directionPath.LastIndexOf("/") + 1) + DragAndDrop.paths[0];
                    if (Directory.Exists(_directionPath))
                    {
                        DirectoryInfo direction = new DirectoryInfo(_directionPath);
                        FileInfo[] files = direction.GetFiles("*", SearchOption.AllDirectories);
                        for (int i = 0; i < files.Length; i++)
                        {
                            if (_resourcesScriptableObject._choseExtensionList.Count == 0 && _extensionList.Contains(Path.GetExtension(files[i].FullName)) == false)
                            {
                                continue;
                            }
                            else if (_resourcesScriptableObject._choseExtensionList.Count > 0 && _resourcesScriptableObject._choseExtensionList.Contains(Path.GetExtension(files[i].FullName)) == false)
                            {
                                continue;
                            }
                            _fileAssetPath = files[i].DirectoryName;
                            _fileAssetPath = _fileAssetPath.Substring(_fileAssetPath.IndexOf("Assets")) + "/" + files[i].Name;
                            AddObject(objList, AssetDatabase.LoadAssetAtPath<Object>(_fileAssetPath), _fileAssetPath);
                        }
                    }
                }
            }
            GUILayout.Space(30);
            if (GUILayout.Button("清空")&&EditorUtility.DisplayDialog("警告", "確定要清空所有數(shù)據(jù)嗎", "確定", "取消"))
            {
                _resourcesScriptableObject._objectList.Clear();
            }
            serializedObject.ApplyModifiedProperties();
            EditorUtility.SetDirty(_resourcesScriptableObject);
        }
        /// <summary>
        /// 添加音頻
        /// </summary>
        private void AddObject(List<ResourcesScriptableObject.Config> objList, Object obj, string assetPath)
        {
            //Sprite處理
            if (assetPath.Contains(".png") || assetPath.Contains(".jpg"))
            {
                Object[] objects = AssetDatabase.LoadAllAssetsAtPath(assetPath);
                if (objects.Length >= 2)
                {
                    string tempPath = assetPath;
                    for (int i = 1; i < objects.Length; i++)
                    {
                        assetPath = tempPath.Substring(0, tempPath.LastIndexOf("/")+1) + objects[i].name + tempPath.Substring(tempPath.IndexOf("."));
                        JudgeExist(objList, objects[i], assetPath);
                    }
                    return;
                }
            }
            JudgeExist(objList, obj, assetPath);
        }
        private void JudgeExist(List<ResourcesScriptableObject.Config> objList, Object obj, string assetPath)
        {
            _isExist = false;
            assetPath = assetPath.Replace("\\", "/");
            for (int i = 0; i < objList.Count; i++)
            {
                if (objList[i]._object == obj)
                {
                    _isExist = true;
                    objList[i]._assetPath = assetPath;//如果有移動更新最新的地址
                    Debug.LogError("配置表里已存在該對象");
                    break;
                }
            }
            if (_isExist == false) objList.Add(new ResourcesScriptableObject.Config(obj, assetPath));
        }
        [MenuItem("GameObject/WZK/創(chuàng)建場景資源管理對象", false,19)]
        private static void CreateSoundManagerObject()
        {
            GameObject gameObject = new GameObject("場景資源管理");
            gameObject.AddComponent<SceneResources>();
            EditorUtility.FocusProjectWindow();
            Selection.activeObject = gameObject;
            EditorGUIUtility.PingObject(Selection.activeObject);
            Undo.RegisterCreatedObjectUndo(gameObject, "Create GameObject");
            EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
        }
    }
}

資源獲取類

using UnityEngine;
namespace WZK
{
    public class SceneResources:MonoBehaviour
    {
        private static SceneResources _instance;
        public static SceneResources Instance
        {
            get { return _instance; }
        }
        private void Awake()
        {
            _instance = this;
        }
        private void OnDestroy()
        {
            _instance = null;
        }
        [Header("場景資源")]
        public ResourcesScriptableObject _sceneResources;
        /// <summary>
        /// 加載資源
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="name">資源名|資源路徑|資源名+后綴</param>
        /// <returns></returns>
        public T Load<T>(string name) where T : Object
        {
            return (T)_sceneResources._objectList.Find(n => n._assetPath.Contains(name))._object;
        }
    }
}
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