本人菜鸟一只,最近工作要求需要自己搭个服务器,然后unity资源从服务器中加载,再让资源在客户端动态加载出来,本人曾经接触过把自己的电脑做成服务器,然后局域网中可以访问你的文件夹中的资源, 没有涉及数据库(感觉自己好Low)。
还是进入正题吧,使用UnityEditor,在unity菜单栏中创建出一个菜单键,并且进入可以看见窗口。
仔细看可以看见多出来的Tools,然后就是点击进入出现的窗口,后面也就是将这些东西导出来;
接下来,我们就来聊聊怎么样建立出这个菜单项,举一个unity属性的栗子吧:
using UnityEngine;
using System.Collections;
using UnityEditor;
public class ExportTools : EditorWindow{
[MenuItem("Tools/Export")]
static void Execute()
{
Debug.Log("=====");
}
void OnGUI()
{
}
}
需要注意的是MenuItem一定得写在方法前面,否则会报错哦!!还有方法必须是静态的。
接下来就是使用OnGUI写窗口,写button(其实本菜鸟OnGUI也不是很懂,但是还是看的懂滴)
private string savePath;
private GameObject exportObject;
private int optionalCount = 0;
private Texture2D[] optionalTexture = new Texture2D[0];
void OnGUI()
{
exportObject = EditorGUILayout.ObjectField("Export Object", exportObject, typeof(GameObject), true) as GameObject;
EditorGUILayout.Space();
optionalCount = EditorGUILayout.IntField("Optional Count", optionalCount);
for (int i = 0; i < optionalCount; i++)
{
if (optionalTexture.Length != optionalCount)
{
optionalTexture = new Texture2D[optionalCount];
}
EditorGUILayout.Space();
optionalTexture[i] = EditorGUILayout.ObjectField("Optional Textures" + i, optionalTexture[i], typeof(Texture2D), false) as Texture2D;
}
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.Space();
if (GUILayout.Button("EXPORT", GUILayout.Width(100), GUILayout.Height(20)))
{
}
EditorGUILayout.EndHorizontal();
}
这样就实现简单的窗口了,但是还没有实现互动的哟
所以关键一步来了,实现导出按钮的功能:
if (GUILayout.Button("EXPORT", GUILayout.Width(100), GUILayout.Height(20)))
{
if (Validate())
{
ExportAndSave(exportObject);
Clear();
}
else
{
EditorUtility.DisplayDialog("error","back check","ok");
}
}
以下代码是在导出之前对资源的一些处理:
private void ExportAndSave(GameObject go)//保存路径
{
savePath = EditorUtility.SaveFilePanel("Save",@"D:\",go.name,"unity3d");
Debug.Log(savePath);
Export(go,savePath);
}
private void Export(GameObject go, string filePath)
{
if (!EditorUtility.IsPersistent(go))//判断是否在project视图下
{
GameObject tmp = GameObject.Instantiate(go) as GameObject;
go = GetPrefab(tmp,go.name) as GameObject;
}
Object[] asset = optionalTexture;
if(File.Exists(filePath))File.Delete(filePath);
BuildPipeline.BuildAssetBundle(go,asset,filePath,BuildAssetBundleOptions.CollectDependencies,BuildTarget.StandaloneWindows);
AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(go));
}
private object GetPrefab(GameObject go,string name)
{
Object result = PrefabUtility.CreateEmptyPrefab("Assets/"+name+".prefab");
result = PrefabUtility.ReplacePrefab(go,result);
Object.DestroyImmediate(go);
return result;
}
private bool Validate()//判断资源是否为空
{
bool b1 = (exportObject == null);
bool b2 = false;
foreach (Texture2D t in optionalTexture)
{
b2 = b2 || (t == null);
}
return !(b1||b2);
}
最后
private void Clear()
{
exportObject = null;
optionalCount = 0;
}
全部重置
结束:菜鸟一名,也是从其他网站获取的知识,也是希望扩散扩散自己觉得有用的东西吧。
原文:http://www.cnblogs.com/cJJJ/p/6693769.html