Unity:如何将未知脚本动态附加到GameObject(自定义编辑器)

问题描述 投票:2回答:4

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游戏的艺术家更容易,但我已经碰到了一堵砖墙。

我正在尝试找到一种方法,通过编辑器Textfield输入和GUI按钮,将未知脚本动态添加到场景中的游戏对象。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,但我不知道如何继续这样做,特别是因为gameObject.AddComponent()的某些功能从Unity 5.3开始被弃用

这是我试图做的事情:

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,这是一个总结版本,我从脚本的不同部分复制了相关的行)。

但它不起作用。有任何想法吗?

c# unity3d unity5
4个回答
2
投票

经过广泛的实验,我得到了这个。这也涵盖了所有Unity组件。只是让它成为一种让生活更轻松的延伸方法。

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");

了解我是如何做到这一点非常重要,这样您就可以在任何未来的Unity更新中添加对新组件的支持。

对于用户创建的任何脚本:

1.找出需要的是什么?在Assembly.Load功能。

Assembly asm = Assembly.Load("???");

你可以把它放在你的脚本中:

Debug.Log("Info: " + this.GetType().Assembly);

我得到了:Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null

我们现在应该取代???接着就,随即。

Assembly asm = Assembly.Load("Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null");

2.找出需要的是什么?在asm.GetType功能。

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GameObject的脚本的名称。

假设你的脚本名称是NathanScript

Assembly asm = Assembly.Load("Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null");
Type type = asm.GetType("NathanScript"); 
gameObject.AddComponent(type);

对于不是由用户创建的脚本/组件脚本构建的Unity:

这方面的例子是RigidbodyLinerendererImage组件。只是用户不创建的任何组件。

1.找出需要的是什么?在Assembly.Load功能。

Assembly asm = Assembly.Load("???");

你可以把它放在你的脚本中:

ParticleSystem pt = gameObject.AddComponent<ParticleSystem>();
Debug.Log("Info11: " + pt.GetType().Assembly);

我得到了:UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null

我们现在应该取代???接着就,随即。

Assembly asm = Assembly.Load("UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null");

2.找出需要的是什么?在asm.GetType功能。

Assembly asm = Assembly.Load("UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null");
Type type = asm.GetType(???); 

你可以把它放在你的脚本中:

ParticleSystem pt = gameObject.AddComponent<ParticleSystem>();
Debug.Log("Info: " + pt.GetType());

我得到了:UnityEngine.ParticleSystem

请记住,ParticleSystem在这里用作示例。因此,将转到asm.GetType函数的最终字符串将按如下方式计算:

string typeString = "UnityEngine." + componentName;

假设您要添加的组件是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);

将它放在一个扩展方法中:

如您所见,添加您创建的脚本以及Unity附带的脚本/组件需要完全不同的过程。你可以通过检查类型是否null来解决这个问题。如果类型是null,请执行另一步。如果另一步也是null那么脚本就不会退出。


1
投票

我建议这样做:

if(GUILayout.Button("Attach script"))
{
    // check if type is contained in your assembly:
    Type type = typeof(MeAssemblyType).Assembly.GetTypes().FirstOrDefault(t => t.Name == scriptname);
    if(type != null)
    {
        // script exists in the same assembly that MeAssemblyType is
        obj.AddComponent(type); // add the component
    }
    else
    { 
        // display some error message
    }
}

当然,如果你使用一些包含其他组件的插件(依赖项),这将失败但是为了解决这个问题,你可以检查你的程序集的依赖关系:

typeof(MeAssemblyType) // your type from Assembly-CSharp 
    .Assembly // Assembly-CSharp assembly
    .GetReferencedAssemblies() // get referenced assemblies
    .FirstOrDefault(m => 
        m.Assembly // from this assembly
        .GetTypes() // get all types
        .FirstOrDefault(t => 
            t.Name == scriptname // select first one that matches the name
        )
    )

备注:

GetReferencedAssemblies方法只返回程序集“使用”(加载)的程序集。为了使它更清楚,假设您正在引用这些程序集:

  1. 的System.Xml,
  2. Newtonsoft Json

而这段代码:

static void Main()
{
    XmlDocument doc = new XmlDocument();
    doc.LoadXml(<some_xml_input>);
}

然后GetReferencedAssemblies的输出看起来有点像:

>>> System.Xml, Version=<version>, Culture=neutral, PublicKeyToken=<key>

这意味着它不会加载NewtonsoftJson,因为它没有在该程序集内部使用。

更好的建议:

我建议你混合@Programmer回答的方法但不加载程序集,因为当Unity的编辑器从你的项目开始时它们已经被加载了。而是使用GetReferencedAssemblies方法,从那里你应该调用GetTypes方法来检索该程序集中的所有可能的类型。 (它会很慢,但会保证你想要的结果)之后你可以使用FirstOrDefault或者自己迭代Type[]找到你想要的那个。


0
投票

这仍然是可能的。用这个

UnityEngineInternal.APIUpdaterRuntimeServices.AddComponent(GameObject go, "", string componentName);

希望有所帮助


0
投票

反编译Unity的AddComponentWindow。了解如何完成。不要重新发明轮子。你很懒,看到链接

AddComponentAdjusted

然后调用这样的窗口:

  ws.winx.editor.windows.AddComponentWindow.Show(rect);

            ws.winx.editor.windows.AddComponentWindow.OnClose += OnCloseComponentSelectedFromPopUpMenu;
            ws.winx.editor.windows.AddComponentWindow.ComponentSelected += (menuPath) => ComponentSelectedFromPopUpMenu(positionData.Item1, menuPath);

处理返回(棘手的部分,再次从聪明的Unity同性恋中学习)

    private void ComponentSelectedFromPopUpMenu(Vector2 position, string menuPath) {


                    MonoScript monoScript;

                    char[] kPathSepChars = new char[]
                    {
                        '/',
                        '\\'
                    };

                    menuPath = menuPath.Replace(" ", "");
                    string[] pathElements = menuPath.Split(kPathSepChars);

                    string fileName = pathElements[pathElements.Length - 1].Replace(".cs", "");




                    if (pathElements[0] == "Assets") {

                        Debug.LogWarning("Unity need to compile new added file so can be included");


                    } else if (pathElements.Length == 2) {

//use fileName
                        //do something


                    } else if (pathElements[1] == "Scripts") {//Component/Scripts/MyScript.cs


                        string[] guids = AssetDatabase.FindAssets("t:Script " + fileName.Replace(".cs", ""));

                        if (guids.Length > 0) {

                            for (int i = 0; i < guids.Length; i++) {
                                monoScript = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guids[i]), typeof(MonoScript)) as MonoScript;
                                Type typet = monoScript.GetClass();

                                if (typet == null) continue;




                    } else {//Component/Physics/Rigidbody
                        //try to find by type, cos probably Unity type
                        Type unityType = ReflectionUtility.GetType("UnityEngine." + fileName);

                        if (unityType != null) {

    //do something

                            return;

                        }





        //Based on attribute  [AddComponentMenu("Logic/MyComponent")] 
                        //Component/Logics/MyComponent
                        string[] guids = AssetDatabase.FindAssets("t:Script " + fileName.Replace(".cs", ""));

                        if (guids.Length > 0) {

                            for (int i = 0; i < guids.Length; i++) {
                                monoScript = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guids[i]), typeof(MonoScript)) as MonoScript;
                                Type typet = monoScript.GetClass();

                                if (typet == null) continue;

                                object[] addComponentMenuAttributes = typet.GetCustomAttributes(typeof(AddComponentMenu), true);



                                if (addComponentMenuAttributes != null && addComponentMenuAttributes.Length > 0 && "Component/" + ((AddComponentMenu)addComponentMenuAttributes[0]).componentMenu == menuPath)
                                {

                                    //do somethings

                                }
                            }


                        }


                    }
                }
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