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修改Prefab实例将Transform变为RectTransform

引用:Is there a way to destroy/replace a GameObject that is inside or part of a Prefab instance? Changing Transform on a Prefab instance (jiantou) is not allowed. 这里用到的需求是做ui特效时将3Dmesh 渲染到ui层,用的ugui,ugui依赖于RectTransform,所以就有这个问题

将Prefab应用的Model对象的Transform修改为RectTransform

默认Model对象导入Transform组件,但是在ui中有些组件需要RectTransform组件,所以就需要强制将Transform变为RectTransform,这里通过调整Hierarchy面板内的prefab实例并且应用到prefab中,来完成修改,当然还有一个简单方法就是直接修改prefab


        /// <summary>
        /// 把Prefab中的Transform替换为RectTransform
        /// 有个不足的地方是prefab的继承关系会丢失(Variant关系丢失)
        /// 如果一个prefab中引用另一个prefab,这种关系也会丢失
        /// </summary>
        /// <typeparam name="T">RectTransform</typeparam>
        /// <param name="obj"></param>
        private void AddComponentFromPrefab<T>(GameObject obj)  where T :UnityEngine.Component
        {
            PrefabAssetType prefabType = PrefabUtility.GetPrefabAssetType(obj);
            //Debug.Log($"AddComponentFromPrefab,name:{obj.name},PrefabAssetType:{prefabType}");
            switch (prefabType)
            {

                case PrefabAssetType.Regular:
                case PrefabAssetType.Variant:
                    //获取prefab实例的根节点
                    GameObject prefabRoot = PrefabUtility.GetOutermostPrefabInstanceRoot(obj);
                    //获取prefab资源,在project中的
                    GameObject prefabAsset = PrefabUtility.GetCorrespondingObjectFromSource(obj);
                    //Object prefabAsset = PrefabUtility.GetCorrespondingObjectFromOriginalSource(obj);
                    //获取资源的路径名字
                    string assetPath = AssetDatabase.GetAssetPath(prefabAsset);
                    //Debug.Log(assetPath);

                    //断开Model的联系,如果是Model是禁止修改RectTransform的
                    PrefabUtility.UnpackPrefabInstance(prefabRoot, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction); //有个不足的地方是prefab的继承关系会丢失,这里是完全断开连接,非完全的方式没有测试
                    PrefabUtility.SaveAsPrefabAssetAndConnect(prefabRoot, assetPath, InteractionMode.AutomatedAction);

                    //修改prefab的RectTransform,如果修改实例的RectTransfom是失败的(Model虽然断开连接,但是还是禁止直接修改prefab实例的RectTransfom)
                    GameObject pobj = PrefabUtility.LoadPrefabContents(assetPath);
                    var ts=pobj.GetComponentsInChildren<Transform>();
                    foreach (var t in ts)
                        if (!(t is RectTransform))
                            t.gameObject.AddComponent<T>();
                    PrefabUtility.SaveAsPrefabAsset(pobj, assetPath);
                    PrefabUtility.UnloadPrefabContents(pobj);
                    break;
                case PrefabAssetType.Model:
                    PrefabUtility.UnpackPrefabInstanceAndReturnNewOutermostRoots(obj, PrefabUnpackMode.Completely);
                    if (!(obj.transform is T))
                        obj.AddComponent<T>();
                    break;
                default:
                    break;
            }


        }

测试

AddComponentFromPrefab<RectTransform>(gameObject);

将测试代码写到Start方法中,且脚本设置[ExecuteInEditMode]标签,挂载prefab跟节点, 测试结果:

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结果:

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执行代码后Model引用变为prefab内的普通物体,切换修改成功RectTransform,并且prefab也已经修改成功

Prefab和GameObject的正向和逆向查找引用

转自 Unity研究院之Prefab和GameObject的正向和逆向查找引用


    [MenuItem("Assets/Check Prefab Use ?")]
    private static void OnSearchForReferences()
    {
      //确保鼠标右键选择的是一个Prefab
        if(Selection.gameObjects.Length != 1)
        {
            return;
        }

        //遍历所有游戏场景
        foreach(EditorBuildSettingsScene scene in EditorBuildSettings.scenes)
        {
            if(scene.enabled)
            {
              //打开场景
                EditorApplication.OpenScene(scene.path);
                //获取场景中的所有游戏对象
                GameObject []gos = (GameObject[])FindObjectsOfType(typeof(GameObject));
                foreach(GameObject go  in gos)
                {
                  //判断GameObject是否为一个Prefab的引用
                    if(PrefabUtility.GetPrefabType(go)  == PrefabType.PrefabInstance)
                    {
                        UnityEngine.Object parentObject = EditorUtility.GetPrefabParent(go); 
                        string path = AssetDatabase.GetAssetPath(parentObject);
                        //判断GameObject的Prefab是否和右键选择的Prefab是同一路径。
                        if(path == AssetDatabase.GetAssetPath(Selection.activeGameObject))
                        {
                            //输出场景名,以及Prefab引用的路径
                            Debug.Log(scene.path  + "  " + GetGameObjectPath(go));
                        }
                    }
                }
            }
        }
    }
    public static string GetGameObjectPath(GameObject obj)
    {
        string path = "/" + obj.name;
        while (obj.transform.parent != null)
        {
            obj = obj.transform.parent.gameObject;
            path = "/" + obj.name + path;
        }
        return path;
    }

Unity2018.4的Prefab Variant(Prefab变种)功能

转自[Unity]Unity2018.4的Prefab Variant(Prefab变种)功能

Unity 2018.4中送了一个新的功能: Prefab Variant

思路是, Prefab Variant 继承于一个父Prefab, 父Prefab属性修改后:

  • (1)如果子Prefab的某些属性不动, 则父Prefab的属性影响子Prefab的属性, 此为 [属性继承]

  • (2)如果对子Prefab的某些属性进行修改/覆盖, 则父Prefab的属性无法影响, 此为 [属性定制]

创建Prefab Variant的方法为: 把Prefab从Hierarchy再次拉到Project中,选择 Prefab Variant

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用处举例:

比如做一个UGUI窗体模板, 上面有标题文字和关闭按钮

邮件窗体继承于此窗体模板,制作成为一个PrefabVariant, 但是标题文字定制修改为”邮件”

这时,可以通过修改窗体模板中的关闭按钮,对所有派生的窗体按钮进行修改

附:以下为官方对PrefabAssetType的解释:

    public enum PrefabAssetType
    {

        //
        // 摘要:
        //     The object being queried is not part of a Prefab at all.
        NotAPrefab = 0, // 不是Prefab

        //
        // 摘要:
        //     The object being queried is part of a regular Prefab.
        Regular = 1, // 常规的Prefab

        //
        // 摘要:
        //     The object being queried is part of a Model Prefab.
        Model = 2, // 模型(例如:FBX)

        //
        // 摘要:
        // The object being queried is part of a Prefab Variant.
        // A Variant Prefab is a Prefab that is derived from another Prefab, 
        // that be could be a Regular, Model or even Variant Prefab.
        Variant = 3, // Prefab变种

        //
        // 摘要:
        //     The object being queried is part of a Prefab instance, but because the asset
        //     it missing the actual type of Prefab can’t be determined.
        MissingAsset = 4 // Prefab实例化出来的对象,但是Prefab被删了(红色)
    }