PrefabUtility
How do I use Prefab Utility
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: PhotonViewInspector.cs
Copy
345 private static GameObject GetPrefabParent(GameObject mp)
346 {
347 #if UNITY_2_6_1 || UNITY_2_6 || UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4
348 // Unity 3.4 and older use EditorUtility
349 return (EditorUtility.GetPrefabParent(mp) as GameObject);
350 #else
351 // Unity 3.5 uses PrefabUtility
352 return PrefabUtility.GetPrefabParent(mp) as GameObject;
353 #endif
354 }
File name: ScmlPostProcessor.cs
Copy
66 static void ImportScml(string assetPath)
67 {
68 string folderPath = Path.GetDirectoryName(assetPath);
69
70 //Load the SCML as XML
71 var doc = new XmlDocument();
72 doc.Load(assetPath);
73
74 //Parse the SCML file
75 var scml = new Spriter.ScmlObject(doc);
76
77 //TODO: Verify that all files/folders exist
78 var pb = new PrefabBuilder();
79 foreach (var entity in scml.Entities)
80 {
81 //TODO: Settings file to customize prefab location
82 var prefabPath = Path.Combine(folderPath, entity.Name + ".prefab");
83
84 //Change to forward slash for asset database friendliness
85 prefabPath = prefabPath.Replace('\\', '/');
86
87 //Either instantiate the existing prefab or create a new one
88 GameObject go;
89 var prefabGo = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject));
90 if (prefabGo == null)
91 {
92 go = new GameObject();
93 prefabGo = PrefabUtility.CreatePrefab(prefabPath, go, ReplacePrefabOptions.ConnectToPrefab);
94 }
95 else
96 {
97 go = GameObject.Instantiate(prefabGo) as GameObject;
98
99 var oldAnimator = go.GetComponent
100 if (oldAnimator) GameObject.DestroyImmediate(oldAnimator);
101 }
102
103 //Build the prefab based on the supplied entity
104 pb.MakePrefab(entity, go, folderPath);
105
106 var animator = go.AddComponent
107
108
109
110 //Add animations to prefab object
111 var anim = new AnimationBuilder();
112 var allAnimClips = anim.BuildAnimationClips(go, entity, prefabPath);
113 AssetDatabase.SaveAssets();
114
115 var animatorControllerPath = Path.ChangeExtension(prefabPath, "controller");
116 UnityEditor.Animations.AnimatorController oldController = (UnityEditor.Animations.AnimatorController)AssetDatabase.LoadAssetAtPath(animatorControllerPath, typeof (UnityEditor.Animations.AnimatorController));
117 UnityEditor.Animations.AnimatorController controller = oldController;
118
119 if (!oldController)
120 {
121 controller = UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath(animatorControllerPath);
122 foreach (var animationClip in allAnimClips)
123 {
124 if (animationClip)
125 {
126 //UnityEditor.Animations.AnimatorController.AddAnimationClipToController(controller, animationClip);
127 }
128 }
129 }
130 UnityEditor.Animations.AnimatorController.SetAnimatorController(animator, controller);
131 go.SetActive(true);
132 //Update the prefab
133 PrefabUtility.ReplacePrefab(go, prefabGo, ReplacePrefabOptions.ConnectToPrefab);
134
135 //Add a generic avatar - because why not?
136 //TODO: May need to eventually break this into a separate class
137 // ie: if we want to look for a root motion node by naming convention
138 //var avatar = AvatarBuilder.BuildGenericAvatar(go, "");
139 //avatar.name = go.name;
140 //AssetDatabase.AddObjectToAsset(avatar, prefabPath);
141
142 GameObject.DestroyImmediate(go);
143
144 AssetDatabase.SaveAssets();
145 }
146 }
File name: ImportTiled2Unity.Mesh.cs
Copy
27 private void CreatePrefab(XElement xmlPrefab, string objPath)
28 {
29 var customImporters = GetCustomImporterInstances();
30
31 // Part 1: Create the prefab
32 string prefabName = xmlPrefab.Attribute("name").Value;
33 float prefabScale = ImportUtils.GetAttributeAsFloat(xmlPrefab, "scale", 1.0f);
34 GameObject tempPrefab = new GameObject(prefabName);
35 HandleCustomProperties(tempPrefab, xmlPrefab, customImporters);
36
37 // Part 2: Build out the prefab
38 AddGameObjectsTo(tempPrefab, xmlPrefab, objPath, customImporters);
39
40 // Part 3: Allow for customization from other editor scripts to be made on the prefab
41 // (These are generally for game-specific needs)
42 CustomizePrefab(tempPrefab, customImporters);
43
44 // Part 3.5: Apply the scale only after all children have been added
45 tempPrefab.transform.localScale = new Vector3(prefabScale, prefabScale, prefabScale);
46
47 // Part 4: Save the prefab, keeping references intact.
48 string prefabPath = ImportUtils.GetPrefabPath(prefabName);
49 UnityEngine.Object finalPrefab = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject));
50
51 if (finalPrefab == null)
52 {
53 // The prefab needs to be created
54 ImportUtils.ReadyToWrite(prefabPath);
55 finalPrefab = PrefabUtility.CreateEmptyPrefab(prefabPath);
56 }
57
58 // Replace the prefab, keeping connections based on name.
59 PrefabUtility.ReplacePrefab(tempPrefab, finalPrefab, ReplacePrefabOptions.ReplaceNameBased);
60
61 // Destroy the instance from the current scene hiearchy.
62 UnityEngine.Object.DestroyImmediate(tempPrefab);
63 }
PrefabUtility 143 lượt xem
Gõ tìm kiếm nhanh...