UnityEditor》AssetPostprocessor 控制導入的腳本ui
類中的方法字段spa
public string assetPath { get; set; }ip
public AssetImporter assetImporter { get; }get
public Texture2D preview { get; set; }string
public virtual int GetPostprocessOrder();it
public virtual uint GetVersion();io
public void LogError(string warning);class
public void LogError(string warning, [DefaultValue("null")] UnityEngine.Object context);import
public void LogWarning(string warning);配置
public void LogWarning(string warning, [DefaultValue("null")] UnityEngine.Object context);
能夠注意下projectsetting 下的assets 文件的數據
如下時TagManger的數據
這些內容手動配置是沒法更改引擎內的數據的
//Mono掛在網上的腳本新版本存在兩個問題
>layer 層 在index8以後才能設置
>tag 默認size爲 0
可能時mono 16年的帖子針對5x版本可行可是針對17版本不可執行
代碼:
using UnityEditor;
public class M_LayerExtent : AssetPostprocessor {
static string TagsAdd = "momo&yang";
static string TagsLayer = "ruoruo&hang";
private const string ScriptsPath = "Assets/Editor/M_LayerExtent.cs";
static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
{
foreach (string s in importedAssets)
{
//此腳本須要存在的路徑
if (s.Equals(ScriptsPath))
{
string[] tags = TagsAdd.Split('&');
string[] Layers = TagsLayer.Split('&');
foreach (var tag in tags) AddTag(tag);
foreach (var layer in Layers) AddLayer(layer);
//Debug.Log("loading....");
return;
}
}
}
static void AddTag(string tag)
{
if (!isHasTag(tag))
{
SerializedObject tagManager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]);
SerializedProperty it = tagManager.GetIterator();
//Debug.Log("prop is:"+it);
while (it.NextVisible(true))
{
if (it.name == "tags")
{
//Debug.Log("NextVisible is:" + it.name+" size is:"+it.arraySize);
it.arraySize++;
for (int i = 0; i < it.arraySize; i++)
{
SerializedProperty dataPoint = it.GetArrayElementAtIndex(i);
//Debug.Log("loading.... " + dataPoint.stringValue);
if (string.IsNullOrEmpty(dataPoint.stringValue))
{
dataPoint.stringValue = tag;
tagManager.ApplyModifiedProperties();
//Debug.Log("is loading tag");
return;
}
}
}
}
}
}
static void AddLayer(string layer)
{
if (!isHasLayer(layer))
{
SerializedObject tagManager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]);
SerializedProperty it = tagManager.GetIterator();
while (it.NextVisible(true))
{
//Debug.Log("prop is:"+ it.name);
if (it.name == "layers")
{
for (int i = 0; i < it.arraySize; i++)
{
SerializedProperty dataPoint = it.GetArrayElementAtIndex(i+1);
//Debug.Log("loading.... " + dataPoint.stringValue+" i:"+i);
//默認前把層沒法設置
if (string.IsNullOrEmpty(dataPoint.stringValue)&&i>=8)
{
dataPoint.stringValue = layer;
tagManager.ApplyModifiedProperties();
//Debug.Log("is loading layer");
return;
}
}
}
}
}
}
static bool isHasTag(string tag)
{
for (int i = 0; i < UnityEditorInternal.InternalEditorUtility.tags.Length; i++)
{
if (UnityEditorInternal.InternalEditorUtility.tags[i].Contains(tag))
return true;
}
return false;
}
static bool isHasLayer(string layer)
{
for (int i = 0; i < UnityEditorInternal.InternalEditorUtility.layers.Length; i++)
{
if (UnityEditorInternal.InternalEditorUtility.layers[i].Contains(layer))
return true;
}
return false;
}
}