Unity:如何将未知脚本动态附加到游戏对象(自定义编辑器) [英] Unity: How to dynamically attach an unknown script to a GameObject (custom editor)
问题描述
我目前正在为 Unity 编辑器(自定义检查器和自定义窗口)制作一个系统,该系统将自动化并使我们正在制作的游戏的美术师的工作更轻松,但我遇到了障碍.
I'm currently making a system for the Unity Editor (custom inspector and custom windows) that will automate and make things easier for the artists working on the game we're making, but I've hit a brick wall.
我正在尝试找到一种方法,通过编辑器文本字段输入和 GUI 按钮向场景中的游戏对象动态添加未知脚本.艺术家/程序员将在文本字段中键入脚本的名称,它将搜索并添加到游戏对象中,但我不知道如何进行此操作,特别是因为 gameObject.AddComponent()<的某些函数/code> 自 Unity 5.3 起已弃用
I'm trying to find a way to dynamically add, through an editor Textfield input and a GUI button, an unknown script to a gameobject in the scene.
The artist/programmer will type the name of the script in the textfield and it will search and add to a gameobject, but I don't know how to proceed with this, specially since some functions of gameObject.AddComponent()
are deprecated as of Unity 5.3
这是我尝试做的:
public string scriptname;
GameObject obj = null;
scriptname = EditorGUILayout.TextField("Script name:", scriptname, GUILayout.MaxHeight(25));
if (GUILayout.Button("Attach script"))
{
//search for the script to check if it exists, using DirectoryInfo
DirectoryInfo dir = new DirectoryInfo(Application.dataPath);
FileInfo[] info = dir.GetFiles("*.*", SearchOption.AllDirectories);
foreach (FileInfo f in info) // cycles through all the files
{
if(f.Name == scriptname)
{
//attaches to the gameobject (NOT WORKING)
System.Type MyScriptType = System.Type.GetType(scriptname + ",Assembly-CSharp");
obj.AddComponent(MyScriptType);
}
}
}
(当然,这是一个总结版,我从脚本的不同部分复制了相关的行).
(Of course, this is a summed up version, I copied the relevant lines from different parts of the script).
但它不起作用.有什么想法吗?
But it doesn't work. Any ideas?
推荐答案
经过广泛的实验,我得到了这个.这也涵盖了所有 Unity 组件.只是使它成为一种使生活更轻松的扩展方法.
After extensive experiment I was able get this. This covers all the Unity components too. Just made it an extension method to make life easier.
public static class ExtensionMethod
{
public static Component AddComponentExt(this GameObject obj, string scriptName)
{
Component cmpnt = null;
for (int i = 0; i < 10; i++)
{
//If call is null, make another call
cmpnt = _AddComponentExt(obj, scriptName, i);
//Exit if we are successful
if (cmpnt != null)
{
break;
}
}
//If still null then let user know an exception
if (cmpnt == null)
{
Debug.LogError("Failed to Add Component");
return null;
}
return cmpnt;
}
private static Component _AddComponentExt(GameObject obj, string className, int trials)
{
//Any script created by user(you)
const string userMadeScript = "Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null";
//Any script/component that comes with Unity such as "Rigidbody"
const string builtInScript = "UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null";
//Any script/component that comes with Unity such as "Image"
const string builtInScriptUI = "UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null";
//Any script/component that comes with Unity such as "Networking"
const string builtInScriptNetwork = "UnityEngine.Networking, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null";
//Any script/component that comes with Unity such as "AnalyticsTracker"
const string builtInScriptAnalytics = "UnityEngine.Analytics, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null";
//Any script/component that comes with Unity such as "AnalyticsTracker"
const string builtInScriptHoloLens = "UnityEngine.HoloLens, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null";
Assembly asm = null;
try
{
//Decide if to get user script or built-in component
switch (trials)
{
case 0:
asm = Assembly.Load(userMadeScript);
break;
case 1:
//Get UnityEngine.Component Typical component format
className = "UnityEngine." + className;
asm = Assembly.Load(builtInScript);
break;
case 2:
//Get UnityEngine.Component UI format
className = "UnityEngine.UI." + className;
asm = Assembly.Load(builtInScriptUI);
break;
case 3:
//Get UnityEngine.Component Video format
className = "UnityEngine.Video." + className;
asm = Assembly.Load(builtInScript);
break;
case 4:
//Get UnityEngine.Component Networking format
className = "UnityEngine.Networking." + className;
asm = Assembly.Load(builtInScriptNetwork);
break;
case 5:
//Get UnityEngine.Component Analytics format
className = "UnityEngine.Analytics." + className;
asm = Assembly.Load(builtInScriptAnalytics);
break;
case 6:
//Get UnityEngine.Component EventSystems format
className = "UnityEngine.EventSystems." + className;
asm = Assembly.Load(builtInScriptUI);
break;
case 7:
//Get UnityEngine.Component Audio format
className = "UnityEngine.Audio." + className;
asm = Assembly.Load(builtInScriptHoloLens);
break;
case 8:
//Get UnityEngine.Component SpatialMapping format
className = "UnityEngine.VR.WSA." + className;
asm = Assembly.Load(builtInScriptHoloLens);
break;
case 9:
//Get UnityEngine.Component AI format
className = "UnityEngine.AI." + className;
asm = Assembly.Load(builtInScript);
break;
}
}
catch (Exception e)
{
//Debug.Log("Failed to Load Assembly" + e.Message);
}
//Return if Assembly is null
if (asm == null)
{
return null;
}
//Get type then return if it is null
Type type = asm.GetType(className);
if (type == null)
return null;
//Finally Add component since nothing is null
Component cmpnt = obj.AddComponent(type);
return cmpnt;
}
}
用法:
gameObject.AddComponentExt("YourScriptOrComponentName");
<小时>
了解我是如何做到的很重要,这样您就可以在未来的任何 Unity 更新中添加对新组件的支持.
It is important to understand how I did it so that you can add support for new components in any future Unity updates.
对于用户创建的任何脚本:
1.找出Assembly.Load
函数的??? 中需要什么.
1.Find out what needs to be in the ??? in the Assembly.Load
function.
Assembly asm = Assembly.Load("???");
你可以通过把它放在你的脚本中来做到这一点:
You can do that by putting this in your script:
Debug.Log("Info: " + this.GetType().Assembly);
我得到:Assembly-CSharp,Version=0.0.0.0,Culture=neutral,PublicKeyToken=null
我们现在应该用它替换 ???.
We should now replace ??? with that.
Assembly asm = Assembly.Load("Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null");
2.找出asm.GetType
函数的??? 中需要什么.
2.Find out what needs to be in the ??? in the asm.GetType
function.
Assembly asm = Assembly.Load("Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null");
Type type = asm.GetType(???);
在这种情况下,它只是您要添加到游戏对象的脚本的名称.
In this case, it is simply the name of the script you want to add to the GameObject.
假设您的脚本名称是 NathanScript
:
Let's say that your script name is NathanScript
:
Assembly asm = Assembly.Load("Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null");
Type type = asm.GetType("NathanScript");
gameObject.AddComponent(type);
<小时>
对于非用户创建的 Unity 内置脚本/组件脚本:
例如Rigidbody
、Linerenderer
、Image
组件.任何不是由用户创建的组件.
Example of this is the Rigidbody
, Linerenderer
, Image
components. Just any component not created by the user.
1.找出Assembly.Load
函数的??? 中需要什么.
1.Find out what needs to be in the ??? in the Assembly.Load
function.
Assembly asm = Assembly.Load("???");
你可以通过把它放在你的脚本中来做到这一点:
You can do that by putting this in your script:
ParticleSystem pt = gameObject.AddComponent<ParticleSystem>();
Debug.Log("Info11: " + pt.GetType().Assembly);
我得到:UnityEngine,Version=0.0.0.0,Culture=neutral,PublicKeyToken=null
我们现在应该用它替换 ???.
We should now replace ??? with that.
Assembly asm = Assembly.Load("UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null");
2.找出asm.GetType
函数的??? 中需要什么.
2.Find out what needs to be in the ??? in the asm.GetType
function.
Assembly asm = Assembly.Load("UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null");
Type type = asm.GetType(???);
你可以通过把它放在你的脚本中来做到这一点:
You can do that by putting this in your script:
ParticleSystem pt = gameObject.AddComponent<ParticleSystem>();
Debug.Log("Info: " + pt.GetType());
我得到:UnityEngine.ParticleSystem
请记住,这里以 ParticleSystem
为例.因此,进入 asm.GetType
函数的最终字符串将按如下方式计算:
Remember that ParticleSystem
is used as an example here. So the final string that will go to the asm.GetType
function will be calculated like this:
string typeString = "UnityEngine." + componentName;
假设您要添加的组件是 LineRenderer
一个>:
Let's say that the Component you want to add is LineRenderer
:
Assembly asm = Assembly.Load("UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null");
string typeString = "UnityEngine." + "LineRenderer";
Type type = asm.GetType(typeString);
gameObject.AddComponent(type);
<小时>
将其放在一个扩展方法中:
如您所见,添加您创建的脚本和 Unity 附带的脚本/组件需要完全不同的过程.您可以通过检查类型是否为 null
来解决此问题.如果类型为null
,则执行其他步骤.如果另一步也是 null
,那么脚本只会不退出.
As you can see, adding scripts you created and the script/components that comes with Unity requires totally different process. You can fix this by checking if the type if null
. If the type is null
, perform the other step. If the other step is null
too then the script simply does not exit.
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