[英]Unity: How to dynamically attach an unknown script to a GameObject (custom editor)
我目前正在為Unity編輯器(自定義檢查器和自定義窗口)制作一個系統,該系統可以自動化,並使從事我們正在制作的游戲的美術師更輕松,但是我遇到了麻煩。
我正在嘗試找到一種方法,通過編輯器Textfield輸入和GUI按鈕向場景中的游戲對象動態添加未知腳本。 美術師/程序員將在文本字段中鍵入腳本的名稱,它將搜索並添加到游戲對象中,但是我不知道如何進行此操作,特別是因為從某些gameObject.AddComponent()
不推薦使用gameObject.AddComponent()
某些功能Unity 5.3
這是我嘗試做的事情:
public string scriptname;
GameObject obj = null;
scriptname = EditorGUILayout.TextField("Script name:", scriptname, GUILayout.MaxHeight(25));
if (GUILayout.Button("Attach script"))
{
//search for the script to check if it exists, using DirectoryInfo
DirectoryInfo dir = new DirectoryInfo(Application.dataPath);
FileInfo[] info = dir.GetFiles("*.*", SearchOption.AllDirectories);
foreach (FileInfo f in info) // cycles through all the files
{
if(f.Name == scriptname)
{
//attaches to the gameobject (NOT WORKING)
System.Type MyScriptType = System.Type.GetType(scriptname + ",Assembly-CSharp");
obj.AddComponent(MyScriptType);
}
}
}
(當然,這是一個總結版本,我從腳本的不同部分復制了相關行)。
但這是行不通的。 有任何想法嗎?
經過廣泛的實驗,我能夠做到這一點。 這也涵蓋了所有 Unity組件。 只是使其成為一種擴展方法即可使生活更輕松。
public static class ExtensionMethod
{
public static Component AddComponentExt(this GameObject obj, string scriptName)
{
Component cmpnt = null;
for (int i = 0; i < 10; i++)
{
//If call is null, make another call
cmpnt = _AddComponentExt(obj, scriptName, i);
//Exit if we are successful
if (cmpnt != null)
{
break;
}
}
//If still null then let user know an exception
if (cmpnt == null)
{
Debug.LogError("Failed to Add Component");
return null;
}
return cmpnt;
}
private static Component _AddComponentExt(GameObject obj, string className, int trials)
{
//Any script created by user(you)
const string userMadeScript = "Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null";
//Any script/component that comes with Unity such as "Rigidbody"
const string builtInScript = "UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null";
//Any script/component that comes with Unity such as "Image"
const string builtInScriptUI = "UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null";
//Any script/component that comes with Unity such as "Networking"
const string builtInScriptNetwork = "UnityEngine.Networking, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null";
//Any script/component that comes with Unity such as "AnalyticsTracker"
const string builtInScriptAnalytics = "UnityEngine.Analytics, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null";
//Any script/component that comes with Unity such as "AnalyticsTracker"
const string builtInScriptHoloLens = "UnityEngine.HoloLens, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null";
Assembly asm = null;
try
{
//Decide if to get user script or built-in component
switch (trials)
{
case 0:
asm = Assembly.Load(userMadeScript);
break;
case 1:
//Get UnityEngine.Component Typical component format
className = "UnityEngine." + className;
asm = Assembly.Load(builtInScript);
break;
case 2:
//Get UnityEngine.Component UI format
className = "UnityEngine.UI." + className;
asm = Assembly.Load(builtInScriptUI);
break;
case 3:
//Get UnityEngine.Component Video format
className = "UnityEngine.Video." + className;
asm = Assembly.Load(builtInScript);
break;
case 4:
//Get UnityEngine.Component Networking format
className = "UnityEngine.Networking." + className;
asm = Assembly.Load(builtInScriptNetwork);
break;
case 5:
//Get UnityEngine.Component Analytics format
className = "UnityEngine.Analytics." + className;
asm = Assembly.Load(builtInScriptAnalytics);
break;
case 6:
//Get UnityEngine.Component EventSystems format
className = "UnityEngine.EventSystems." + className;
asm = Assembly.Load(builtInScriptUI);
break;
case 7:
//Get UnityEngine.Component Audio format
className = "UnityEngine.Audio." + className;
asm = Assembly.Load(builtInScriptHoloLens);
break;
case 8:
//Get UnityEngine.Component SpatialMapping format
className = "UnityEngine.VR.WSA." + className;
asm = Assembly.Load(builtInScriptHoloLens);
break;
case 9:
//Get UnityEngine.Component AI format
className = "UnityEngine.AI." + className;
asm = Assembly.Load(builtInScript);
break;
}
}
catch (Exception e)
{
//Debug.Log("Failed to Load Assembly" + e.Message);
}
//Return if Assembly is null
if (asm == null)
{
return null;
}
//Get type then return if it is null
Type type = asm.GetType(className);
if (type == null)
return null;
//Finally Add component since nothing is null
Component cmpnt = obj.AddComponent(type);
return cmpnt;
}
}
用法 :
gameObject.AddComponentExt("YourScriptOrComponentName");
重要的是要了解我是如何做到的,以便您可以在以后的任何Unity更新中添加對新組件的支持。
對於用戶創建的任何腳本 :
1。找出需要包含在???中的內容 在Assembly.Load
函數中。
Assembly asm = Assembly.Load("???");
您可以通過將其放入腳本中來做到這一點:
Debug.Log("Info: " + this.GetType().Assembly);
我得到了: Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
我們現在應該替換??? 接着就,隨即。
Assembly asm = Assembly.Load("Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null");
2。找出需要包含在???中的內容。 在asm.GetType
函數中。
Assembly asm = Assembly.Load("Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null");
Type type = asm.GetType(???);
在這種情況下,它只是您要添加到GameObject的腳本的名稱。
假設您的腳本名稱是NathanScript
:
Assembly asm = Assembly.Load("Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null");
Type type = asm.GetType("NathanScript");
gameObject.AddComponent(type);
對於Unity內置的腳本/組件腳本,這些腳本/組件不是用戶創建的 :
例如Rigidbody
, Linerenderer
和Image
組件。 只是用戶未創建的任何組件。
1。找出需要包含在???中的內容 在Assembly.Load
函數中。
Assembly asm = Assembly.Load("???");
您可以通過將其放入腳本中來做到這一點:
ParticleSystem pt = gameObject.AddComponent<ParticleSystem>();
Debug.Log("Info11: " + pt.GetType().Assembly);
我得到了: UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
我們現在應該替換??? 接着就,隨即。
Assembly asm = Assembly.Load("UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null");
2。找出需要包含在???中的內容。 在asm.GetType
函數中。
Assembly asm = Assembly.Load("UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null");
Type type = asm.GetType(???);
您可以通過將其放入腳本中來做到這一點:
ParticleSystem pt = gameObject.AddComponent<ParticleSystem>();
Debug.Log("Info: " + pt.GetType());
我得到了: UnityEngine.ParticleSystem
請記住,此處以“ ParticleSystem
系統”為例。 因此,將最終輸入asm.GetType
函數的字符串的計算如下:
string typeString = "UnityEngine." + componentName;
假設您要添加的Component是LineRenderer
:
Assembly asm = Assembly.Load("UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null");
string typeString = "UnityEngine." + "LineRenderer";
Type type = asm.GetType(typeString);
gameObject.AddComponent(type);
將其放在擴展方法中 :
如您所見,添加創建的腳本以及Unity隨附的腳本/組件需要完全不同的過程。 您可以通過檢查類型是否為null
來解決此問題。 如果類型為null
,請執行其他步驟。 如果其他步驟也為null
則腳本不會退出。
我建議這樣做:
if(GUILayout.Button("Attach script"))
{
// check if type is contained in your assembly:
Type type = typeof(MeAssemblyType).Assembly.GetTypes().FirstOrDefault(t => t.Name == scriptname);
if(type != null)
{
// script exists in the same assembly that MeAssemblyType is
obj.AddComponent(type); // add the component
}
else
{
// display some error message
}
}
當然,如果您使用某些包含其他組件的插件(依賴項),則此操作將失敗,但是要解決此問題,您只需檢查程序集的依賴項即可:
typeof(MeAssemblyType) // your type from Assembly-CSharp
.Assembly // Assembly-CSharp assembly
.GetReferencedAssemblies() // get referenced assemblies
.FirstOrDefault(m =>
m.Assembly // from this assembly
.GetTypes() // get all types
.FirstOrDefault(t =>
t.Name == scriptname // select first one that matches the name
)
)
備注:
GetReferencedAssemblies
方法將僅返回程序集“已使用”(已加載)的程序集。 為了更清楚一點,假設您引用了以下程序集:
和這段代碼:
static void Main()
{
XmlDocument doc = new XmlDocument();
doc.LoadXml(<some_xml_input>);
}
然后, GetReferencedAssemblies
的輸出將看起來像這樣:
>>> System.Xml, Version=<version>, Culture=neutral, PublicKeyToken=<key>
這意味着它將不會加載NewtonsoftJson
因為它沒有在該程序NewtonsoftJson
使用。
更好的建議:
我建議您混合使用@Programmer答案中的方法,但不要加載程序集,因為當Unity的編輯器從您的項目開始時,程序集已被加載。 而是使用GetReferencedAssemblies
方法,然后從那里調用GetTypes
方法以檢索該程序集中的所有可能類型。 (這會很慢,但是可以保證您得到期望的結果。)之后,您可以只使用FirstOrDefault
或自己遍歷Type[]
來查找所需的對象。
這仍然是可能的。 用這個
UnityEngineInternal.APIUpdaterRuntimeServices.AddComponent(GameObject go, "", string componentName);
希望能有所幫助
反編譯Unity的AddComponentWindow。 了解如何完成。 不要重新發明輪子。 你很懶惰看到鏈接
然后調用窗口,如下所示:
ws.winx.editor.windows.AddComponentWindow.Show(rect);
ws.winx.editor.windows.AddComponentWindow.OnClose += OnCloseComponentSelectedFromPopUpMenu;
ws.winx.editor.windows.AddComponentWindow.ComponentSelected += (menuPath) => ComponentSelectedFromPopUpMenu(positionData.Item1, menuPath);
處理退貨(棘手的部分,再次向聰明的Unity同性戀學習)
private void ComponentSelectedFromPopUpMenu(Vector2 position, string menuPath) {
MonoScript monoScript;
char[] kPathSepChars = new char[]
{
'/',
'\\'
};
menuPath = menuPath.Replace(" ", "");
string[] pathElements = menuPath.Split(kPathSepChars);
string fileName = pathElements[pathElements.Length - 1].Replace(".cs", "");
if (pathElements[0] == "Assets") {
Debug.LogWarning("Unity need to compile new added file so can be included");
} else if (pathElements.Length == 2) {
//use fileName
//do something
} else if (pathElements[1] == "Scripts") {//Component/Scripts/MyScript.cs
string[] guids = AssetDatabase.FindAssets("t:Script " + fileName.Replace(".cs", ""));
if (guids.Length > 0) {
for (int i = 0; i < guids.Length; i++) {
monoScript = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guids[i]), typeof(MonoScript)) as MonoScript;
Type typet = monoScript.GetClass();
if (typet == null) continue;
} else {//Component/Physics/Rigidbody
//try to find by type, cos probably Unity type
Type unityType = ReflectionUtility.GetType("UnityEngine." + fileName);
if (unityType != null) {
//do something
return;
}
//Based on attribute [AddComponentMenu("Logic/MyComponent")]
//Component/Logics/MyComponent
string[] guids = AssetDatabase.FindAssets("t:Script " + fileName.Replace(".cs", ""));
if (guids.Length > 0) {
for (int i = 0; i < guids.Length; i++) {
monoScript = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guids[i]), typeof(MonoScript)) as MonoScript;
Type typet = monoScript.GetClass();
if (typet == null) continue;
object[] addComponentMenuAttributes = typet.GetCustomAttributes(typeof(AddComponentMenu), true);
if (addComponentMenuAttributes != null && addComponentMenuAttributes.Length > 0 && "Component/" + ((AddComponentMenu)addComponentMenuAttributes[0]).componentMenu == menuPath)
{
//do somethings
}
}
}
}
}
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