Unity 4.6 编辑器,使用预定义数据创建脚本

Dwa*_*Dev 4 c# unity-game-engine unity3d-editor

我正在尝试在 Unity 编辑器中创建一个易于使用的按钮,用于创建角色和物品。

我将在这里提供一些额外的信息来帮助解释我的问题。我的游戏结构是这样的;游戏控制器 >> 角色脚本 >> (玩家名称)脚本 角色对象上既有角色脚本,也有以其名称命名的脚本。

我希望能够在 Unity 编辑器中单击“创建新角色”,它会执行以下操作;1) 提示输入要使用的名称。2) 根据用户输入的内容创建名为 Name 的空游戏对象。 3) 创建一个同名的新 C# 脚本,并将其添加到该对象中。-我希望生成的脚本中有一些预先确定的“字符模板”代码。4) 将新脚本附加到新的空游戏对象,并附加一个“角色脚本”。

提前致谢。

最后一个子问题。通过角色脚本上的公共单一行为从游戏控制器访问 PlayerNamedScript 会更好吗?

或者,CharacterScript 可以动态扩展同级的 PlayerNamedScript。

我希望这是清楚的。再次感谢。

Ven*_*ios 5

试试这个

CharacterCreatorEditor.cs放入项目中名为Editor的文件夹中。

角色创建器编辑器.cs

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
using System.Text.RegularExpressions;

public class CharacterCreatorEditor : EditorWindow {

    #region Character Fields
    //Add as many character specific fields / variables you want here.
    //Remember to update the same thing in the "CharacterTemplate.txt"!
    public string characterName = "John Doe";

    public float characterHealth = 10;

    public int characterCost = 1000;

    public bool isBadGuy = false;
    #endregion


    private bool needToAttach = false;      //A boolean that checks whether a newly created script has to be attached
    private float waitForCompile = 1;       //Counter for compile
    GameObject tempCharacter;               //A temporary GameObject that we assign the new chracter to.


    //A Menu Item when clicked will bring up the Editor Window
    [MenuItem ("AxS/Create New Character")]
    public static void CreateNewChar () {
         EditorWindow.GetWindow(typeof(CharacterCreatorEditor));
    }


    void OnGUI () {

        GUILayout.Label("Here's a sample Editor Window. Put in more variables as you need below.");
        GUILayout.Space(10);

        //Note on adding more fields
        //The code below is broken into groups, one group per variable
        //While it's relatively long, it keeps the Editor Window clean
        //Most of the code should be fairly obvious

        GUILayout.BeginHorizontal();
        GUILayout.Label("Character Name", new GUILayoutOption[0]);
        characterName = EditorGUILayout.TextField(characterName, new GUILayoutOption[0]);
        GUILayout.EndHorizontal();
        GUILayout.Space(10);

        GUILayout.BeginHorizontal();
        GUILayout.Label("Character Health", new GUILayoutOption[0]);
        characterHealth = EditorGUILayout.FloatField(characterHealth, new GUILayoutOption[0]);
        GUILayout.EndHorizontal();
        GUILayout.Space(10);

        GUILayout.BeginHorizontal();
        GUILayout.Label("Character Cost", new GUILayoutOption[0]);
        characterCost = EditorGUILayout.IntField(characterCost, new GUILayoutOption[0]);
        GUILayout.EndHorizontal();
        GUILayout.Space(10);

        GUILayout.BeginHorizontal();
        GUILayout.Label(string.Format("Is {0} a Bad Guy?", new object[] { characterName }), new GUILayoutOption[0]);
        isBadGuy = EditorGUILayout.Toggle(isBadGuy, new GUILayoutOption[0]);
        GUILayout.EndHorizontal();
        GUILayout.Space(10);

        GUI.color = Color.green;

        //If we click on the "Done!" button, let's create a new character
        if(GUILayout.Button("Done!", new GUILayoutOption[0]))
            CreateANewCharacter();

    }

    void Update () {
        //We created a new script below (See the last few lines of CreateANewCharacter() )
        if(needToAttach) {

            //Some counter we just keep reducing, so we can give the
            //EditorApplication.isCompiling to kick in
            waitForCompile -= 0.01f;

            //So a few frames later, we can assume that the Editor has enough
            //time to "catch up" and EditorApplication.isCompiling will now be true
            //so, we wait for the newly created script to compile
            if(waitForCompile <= 0) {

                 //The newly created script is done compiling
                if(!EditorApplication.isCompiling) {

                    //Lets add the script
                    //Here we add the script using the name as a string rather than
                    //it's type in Angled braces (As done below)
                    tempCharacter.AddComponent(characterName.Replace(" ", ""));

                    //Reset the control variables for attaching these scripts.
                    needToAttach = false;
                    waitForCompile = 1;
                }
            }
         }
    }

    private void CreateANewCharacter () {

        //Instantiate a new GameObject
        tempCharacter = new GameObject();

        //Name it the same as the Character Name 
        tempCharacter.name = characterName;

        //Add the ChracterScript component. Note the use of angle braces over quotes
        tempCharacter.AddComponent<CharacterScript>();

        //Loading the template text file which has some code already in it.
        //Note that the text file is stored in the path PROJECT_NAME/Assets/CharacterTemplate.txt
        TextAsset templateTextFile = AssetDatabase.LoadAssetAtPath("Assets/CharacterTemplate.txt", 
                                                               typeof(TextAsset)) as TextAsset;
        string contents = "";
        //If the text file is available, lets get the text in it
        //And start replacing the place holder data in it with the 
        //options we created in the editor window
        if(templateTextFile != null) {
            contents = templateTextFile.text;
            contents = contents.Replace("CHARACTERCLASS_NAME_HERE", characterName.Replace(" ", ""));
             contents = contents.Replace("CHARACTER_NAME_HERE", characterName);
            contents = contents.Replace("CHARACTER_HEALTH_HERE", characterHealth.ToString());
            contents = contents.Replace("CHARACTER_COST_HERE", characterCost.ToString());
            contents = contents.Replace("CHARACTER_BAD_GUY_HERE", isBadGuy.ToString().ToLower());
        }
        else {
            Debug.LogError("Can't find the CharacterTemplate.txt file! Is it at the path YOUR_PROJECT/Assets/CharacterTemplate.txt?");
        }

        //Let's create a new Script named "CHARACTERNAME.cs"
        using(StreamWriter sw = new StreamWriter(string.Format(Application.dataPath + "/{0}.cs", 
                                                           new object[] { characterName.Replace(" ", "") }))) {
            sw.Write(contents);
        }
        //Refresh the Asset Database
        AssetDatabase.Refresh();

        //Now we need to attach the newly created script
        //We can use EditorApplication.isCompiling, but it doesn't seem to kick in
        //after a few frames after creating the script. So, I've created a roundabout way
        //to do so. Please see the Update function
        needToAttach = true;
    }

}
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将以下文本文件放入路径“YOUR_PROJECT/Assets/CharacterTemplate.txt”中,如果不这样做,代码将无法工作!

字符模板.txt

using UnityEngine;
using System.Collections;


public class CHARACTERCLASS_NAME_HERE : MonoBehaviour {

    public string characterName = "CHARACTER_NAME_HERE";

    public float characterHealth = CHARACTER_HEALTH_HERE;

    public int characterCost = CHARACTER_COST_HERE;

    public bool isBadGuy = CHARACTER_BAD_GUY_HERE;


    public void SomeMethod () {

    }
}
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代码解释

首先,编辑器脚本获取所有输入变量(它们是什么应该相当明显)一旦您单击“完成”按钮,就会发生以下情况

  1. 实例化一个新的游戏对象
  2. 实例化的游戏对象的名称与编辑器中的角色名称相同(例如 John Doe)
  3. 附有CharacterScript(您的常用脚本)
  4. 读取模板文本文件(“CharacterTemplate.txt”),并将所有数据替换为您在编辑器窗口中输入的数据
  5. 然后将其写入新的脚本文件
  6. 我们刷新资产数据库,并等待新创建的脚本被编译(例如JohnDoe.cs)
  7. 最后将脚本附加到步骤 1 中实例化的 GameObject



对于第二个问题,您需要做的是让所有 PlayerNamedClass 扩展相同的基类。这样,您就可以键入要在 CharacterScript 中公开的变量

因此,例如,如果您调用基类“NamedCharacterScripts”

JohnDoe.cs中

public class JohnDoe : NamedCharacterScripts
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JaneDoe.cs中

public class JaneDoe : NamedCharacterScripts
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CharacterScript.cs中

public NamedCharacterScripts namedCharacterScript;

void Awake () {
    //This will assign JohnDoe.cs for the GameObject named "John Doe" &
    //JaneDoe.cs to the GameObject named "Jane Doe"
    namedCharacterScript = GetComponent<NamedCharacterScripts>();
}
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希望这能回答您的问题。如果您遇到问题,请发表评论