UnityEditor编辑器扩展代码实现Project搜索的实现功能和切换Component等
反射实现切换Gameobjecect-Comp
之前介绍过Kinematic Character Controller这个插件
这个插件很容易和另外一个插件混淆,两个作者头像比较相像,而且这个插件的作者不太喜欢露脸(他现在做Dot-CharacterControl去了),几乎网上找到的都是另一个CharacterController插件
但其实这个控件例子不少的,都是走,跑和跳等例子。
而且例子内代码结构是:多个例子场景,则多个命名空间 ,每个命名空间内一个MyController(同名)
整个Kinematic Character Controller,几乎有十几个MyController
咋一看,怎么不使用继承,不太面向对象的感觉,太不专业;但实际上也和面向对象的使用无差
我们的需求来了:一个GameObject 包含一个逻辑 Mono,是否可以直接右键替换?
??切换的同时重点是如何把Mono的SerilizeField(一些关联go)也一并替换,这就是用到反射了
否则,就得一个个场景切换代码,比较麻烦
所以,如下1,原来的Kinematic逻辑,2.切换成自定义代码
整个Component的切换实现,就是利用了反射和Unity Editor的特性
封装了一下代码,可直接调用
//调用方法
//原目標,即使是接口,也可以通过.GetComponent()获取
var currController = go.GetComponent<ICharacterController>();//curr Instance
var motorSource = ReflectionHelper.GetCompField(go,currController.GetType().ToString(),"Motor");
Debug.LogError(motorSource);
static class ReflectionHelper
{/// <summary>/// 因为UnityEditor原因,这样获取会获取到,Editor库。。。。(如何 ReflectionHelper 类,不放在Editor,也是不会存在获取到Editor库问题)/// </summary>public static IEnumerable CreateAllInstancesOf<T>(){return typeof(ReflectionHelper).Assembly.GetTypes() //获取当前类库下所有类型//.Where(t => typeof(T).IsAssignableFrom(t)) //获取间接或直接继承t的所有类型//.Where(t => !t.IsAbstract && t.IsClass) //获取非抽象类 排除接口继承//.Select(t => (T) Activator.CreateInstance(t)); //创造实例,并返回结果(项目需求,可删除).Select(t=>t.FullName);}/// <summary>/// (直接指向,所以能获取Unity Runtime库)/// </summary>/// <returns></returns>public static IEnumerable GetAllClasses<T>(){// var name = Selection.activeObject.name;//获取 Scene 中 GameObjectSystem.Reflection.Assembly assembly = System.Reflection.Assembly.GetExecutingAssembly();var dict = System.IO.Path.GetDirectoryName(assembly.Location);assembly = System.Reflection.Assembly.LoadFile(System.IO.Path.Combine(dict, "Assembly-CSharp.dll"));return assembly.GetTypes().Where(t => typeof(T).IsAssignableFrom(t)) //获取间接或直接继承t的所有类型.Where(t => !t.IsAbstract && t.IsClass) //获取非抽象类 排除接口继承.Select(t=>t.FullName);}/// <summary>/// 根据 type 获取go 的 component 的值/// </summary>/// <param name="go"></param>/// <param name="typeString">currController.GetType().ToString()</param>/// <param name="name">类的字段 名字</param>/// <returns></returns>public static object GetCompField(GameObject go, string typeString,string name){var assemblies = AppDomain.CurrentDomain.GetAssemblies();var defaultAssembly = assemblies.First(assembly => assembly.GetName().Name == "Assembly-CSharp");Type typSource = defaultAssembly.GetType(typeString);var currInstance = go.GetComponent(typSource);FieldInfo fieldSource = typSource.GetField(name);return fieldSource.GetValue(currInstance);}public static bool SetCompField(object obj,object objValue, string typeString, string name){var assemblies = AppDomain.CurrentDomain.GetAssemblies();var defaultAssembly = assemblies.First(assembly => assembly.GetName().Name == "Assembly-CSharp");Type typSource = defaultAssembly.GetType(typeString);if (typSource == null) return false;FieldInfo fieldSource = typSource.GetField(name);fieldSource.SetValue(obj,objValue);return true;}
}
Project View查找的代码实现
void Find(System.Type type)
{//step 1:find ref in assets//filter all GameObject from assets(so-called 'Prefab')var guids = AssetDatabase.FindAssets("t:GameObject");findResult = new List<string>();var tp = typeof(GameObject);foreach (var guid in guids){var path = AssetDatabase.GUIDToAssetPath(guid);//load Prefabvar obj = AssetDatabase.LoadAssetAtPath(path, tp) as GameObject;//check whether prefab contains script with type 'type'if (obj != null){var cmp = obj.GetComponent(type);if (cmp == null){cmp = obj.GetComponentInChildren(type);}if (cmp != null){findResult.Add(path);}}}//step 2: find ref in scenes//save current scenestring curScene = EditorApplication.currentScene;EditorApplication.SaveScene();//find all scenes from dataPathstring[] scenes = Directory.GetFiles(Application.dataPath, "*.unity", SearchOption.AllDirectories);//iterates all scenes foreach (var scene in scenes){EditorApplication.OpenScene(scene);//iterates all gameObjectsforeach (GameObject obj in FindObjectsOfType<GameObject>()){var cmp = obj.GetComponent(type);if (cmp == null){cmp = obj.GetComponentInChildren(type);}if (cmp != null){findResult.Add(scene.Substring(Application.dataPath.Length) + "Assets:" + obj.name);}}}//reopen current sceneEditorApplication.OpenScene(curScene);Debug.Log ("finish");
}
参考:
C#通过反射获取类中的所有字段和属性 - 董川民 (dongchuanmin.com)
Unity-Find-Script-References 查找脚本的引用_子胤的博客-CSDN博客