在项目中有时会遇到批量生成Prefab的需求。于是写了一个编辑器,用来实现此功能。
在Hierarchy面板中选中多个GameObject,点击生成Prefab即可。
如果所选物体中包含自定义Mesh,需要先在指定目录生成Obj,再将Obj包含的网格赋值给新生成的Prefab。
编辑器脚本如下:
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.IO;
/// <summary>
/// CreatePrefabs类为批量创建Prefab的窗口类,选择Hierarchy窗口的物体,点击创建Prefab即可在指定目录生成Prefab
/// 如果所选物体含有动态创建的Mesh,必须先在指定目录先生成OBJ文件
/// </summary>
public class CreatePrefabs : EditorWindow
{
[MenuItem("AssetsManager/批量生成Prefab")] static void AddWindow()
{
//创建窗口
CreatePrefabs window = (CreatePrefabs)EditorWindow.GetWindow(typeof(CreatePrefabs), false, "批量生成Prefab");
window.Show(); } //输入文字的内容
private string PrefabPath = "Assets/Resources/";
private string ObjPath = @"Assets/Obj/";
GameObject[] selectedGameObjects; [InitializeOnLoadMethod]
public void Awake()
{
OnSelectionChange();
}
void OnGUI()
{
GUIStyle text_style = new GUIStyle();
text_style.fontSize = ;
text_style.alignment = TextAnchor.MiddleCenter; EditorGUILayout.BeginHorizontal();
GUILayout.Label("Prefab导出路径:");
PrefabPath = EditorGUILayout.TextField(PrefabPath);
if (GUILayout.Button("浏览"))
{ EditorApplication.delayCall += OpenPrefabFolder; }
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal(); GUILayout.Label(" Obj导出路径:");
ObjPath = EditorGUILayout.TextField(ObjPath);
if (GUILayout.Button("浏览"))
{ EditorApplication.delayCall += OpenObjFolder; }
EditorGUILayout.EndHorizontal(); GUILayout.Label("当前选中了" + selectedGameObjects.Length + "个物体", text_style);
if (GUILayout.Button("如果包含动态创建的Mesh,请先点击生成Obj", GUILayout.MinHeight()))
{
foreach (GameObject m in selectedGameObjects)
{
CreateObj(m);
}
AssetDatabase.Refresh();
}
if (GUILayout.Button("生成当前选中物体的Prefab", GUILayout.MinHeight()))
{
if (selectedGameObjects.Length <= )
{
//打开一个通知栏
this.ShowNotification(new GUIContent("未选择所要导出的物体"));
return;
}
if (!Directory.Exists(PrefabPath))
{
Directory.CreateDirectory(PrefabPath);
}
foreach (GameObject m in selectedGameObjects)
{
CreatePrefab(m, m.name);
}
AssetDatabase.Refresh();
}
} void OpenPrefabFolder()
{
string path = EditorUtility.OpenFolderPanel("选择要导出的路径", "", "");
if (!path.Contains(Application.dataPath))
{
Debug.LogError("导出路径应在当前工程目录下");
return;
}
if (path.Length != )
{
int firstindex = path.IndexOf("Assets");
PrefabPath = path.Substring(firstindex) + "/";
EditorUtility.FocusProjectWindow();
}
} void OpenObjFolder()
{
string path = EditorUtility.OpenFolderPanel("选择要导出的路径", "", "");
if (!path.Contains(Application.dataPath))
{
Debug.LogError("导出路径应在当前工程目录下");
return;
}
if (path.Length != )
{
int firstindex = path.IndexOf("Assets");
ObjPath = path.Substring(firstindex) + "/";
EditorUtility.FocusProjectWindow();
}
} void CreateObj(GameObject go)
{
if (!Directory.Exists(ObjPath))
{
Directory.CreateDirectory(ObjPath);
}
MeshFilter[] meshfilters = go.GetComponentsInChildren<MeshFilter>();
if (meshfilters.Length > )
{
for (int i = ; i < meshfilters.Length; i++)
{
ObjExporter.MeshToFile(meshfilters[i], ObjPath + meshfilters[i].gameObject.name + ".obj"); }
}
}
/// <summary>
/// 此函数用来根据某物体创建指定名字的Prefab
/// </summary>
/// <param name="go">选定的某物体</param>
/// <param name="name">物体名</param>
/// <returns>void</returns>
void CreatePrefab(GameObject go, string name)
{
//先创建一个空的预制物体
//预制物体保存在工程中路径,可以修改("Assets/" + name + ".prefab");
GameObject tempPrefab = PrefabUtility.CreatePrefab(PrefabPath + name + ".prefab", go); MeshFilter []meshfilters= go.GetComponentsInChildren<MeshFilter>();
if (meshfilters.Length > )
{
MeshFilter[] prefabmeshfilters = tempPrefab.GetComponentsInChildren<MeshFilter>();
for (int i = ; i < meshfilters.Length; i++)
{
Mesh m_mesh = AssetDatabase.LoadAssetAtPath<Mesh>(ObjPath + meshfilters[i].gameObject.name + ".obj");
prefabmeshfilters[i].sharedMesh = m_mesh;
}
}
//返回创建后的预制物体
} void OnInspectorUpdate()
{
//这里开启窗口的重绘,不然窗口信息不会刷新
this.Repaint();
} void OnSelectionChange()
{
//当窗口出去开启状态,并且在Hierarchy视图中选择某游戏对象时调用
selectedGameObjects = Selection.gameObjects; }
}
CreatePrefabs
using UnityEngine;
using System.Collections;
using System.IO;
using System.Text; public class ObjExporter
{ public static string MeshToString(MeshFilter mf)
{
Mesh m = mf.sharedMesh;
// Material[] mats = mf.GetComponent<MeshRenderer>().sharedMaterials; StringBuilder sb = new StringBuilder(); sb.Append("g ").Append(mf.name).Append("\n");
for(int i=;i<m.vertices.Length;i++)
sb.Append(string.Format("v {0} {1} {2}\n", -m.vertices[i].x, m.vertices[i].y, m.vertices[i].z));
sb.Append("\n");
for (int i = ; i < m.normals.Length; i++)
sb.Append(string.Format("vn {0} {1} {2}\n", -m.normals[i].x, m.normals[i].y, m.normals[i].z));
sb.Append("\n");
for (int i = ; i < m.uv.Length; i++)
sb.Append(string.Format("vt {0} {1}\n",m.uv[i].x, m.uv[i].y)); for (int material = ; material < m.subMeshCount; material++)
{
sb.Append("\n"); int[] triangles = m.GetTriangles(material);
for (int i = ; i < triangles.Length; i += )
{
//Because we inverted the x-component, we also needed to alter the triangle winding.
sb.Append(string.Format("f {1}/{1}/{1} {0}/{0}/{0} {2}/{2}/{2}\n",
triangles[i] + , triangles[i + ] + , triangles[i + ] + ));
}
}
return sb.ToString();
} public static void MeshToFile(MeshFilter mf, string filename)
{
using (StreamWriter sw = new StreamWriter(filename))
{
sw.Write(MeshToString(mf));
}
}
}
ObjExporter