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。
试试这个
将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;
}
}
Run Code Online (Sandbox Code Playgroud)
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 () {
}
}
Run Code Online (Sandbox Code Playgroud)
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
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”
在JohnDoe.cs中
public class JohnDoe : NamedCharacterScripts
Run Code Online (Sandbox Code Playgroud)
在JaneDoe.cs中
public class JaneDoe : NamedCharacterScripts
Run Code Online (Sandbox Code Playgroud)
在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>();
}
Run Code Online (Sandbox Code Playgroud)
希望这能回答您的问题。如果您遇到问题,请发表评论