之前一直在想如果要在Unity3d上创建很多个具有相同结构的对象,是如何做的,后来查了相关资料发现预设体可以解决这个问题!
预设体的概念: 组件的集合体 , 预制物体可以实例化成游戏对象.
创建预设体的作用: 可以重复的创建具有相同结构的游戏对象。
.1下面来讲解一下如何制作一个简单的预设体(上下为流程和结果图):
.2 创建多个prefabs_new(代码,结果图):
1 using UnityEngine; 2 using System.Collections; 3 4 //[ExecuteInEditMode]表示在编辑模式下运行(注意改变prefab的属性其他属性也会变) 5 public class CreateInstance : MonoBehaviour { 6 public GameObject prefabs = null; 7 private Vector3 pos; 8 void Start () { 9 if (prefabs != null) 10 { 11 pos = new Vector3(0, 2.7f, -10.5114f); 12 for (int i = 0; i < 5; ++i) 13 { 14 Object tmpObj = Instantiate(prefabs, pos , Quaternion.identity); 15 pos.x = pos.x - 3; 16 } 17 } 18 else 19 { 20 Debug.Log("prefabs is null"); 21 } 22 } 23 }
如果(预设物C = 预设物B 和 预设物 A的组合) 则会形成 修改预设物A的数据不会影响预设物C中的内嵌数据,下面方法可以帮助解决!
.4关于perfab之间的嵌套(主要是一个perfab数据修改了嵌套这个perfab的数据要做对应的更新):
关于预设体嵌套预设体的代码(在实例化时会拿到最新的perfab数据):
using UnityEngine; #if UNITY_EDITOR using UnityEditor; using UnityEditor.Callbacks; #endif using System.Collections.Generic; [ExecuteInEditMode] public class PrefabInstance : MonoBehaviour { public GameObject prefab; #if UNITY_EDITOR // Struct of all components. Used for edit-time visualization and gizmo drawing public struct Thingy { public Mesh mesh; public Matrix4x4 matrix; public List<Material> materials; } [System.NonSerializedAttribute] public List<Thingy> things = new List<Thingy> (); void OnValidate () { things.Clear(); if (enabled) Rebuild (prefab, Matrix4x4.identity); } void OnEnable () { things.Clear(); if (enabled) Rebuild (prefab, Matrix4x4.identity); } void Rebuild (GameObject source, Matrix4x4 inMatrix) { if (!source) return; Matrix4x4 baseMat = inMatrix * Matrix4x4.TRS (-source.transform.position, Quaternion.identity, Vector3.one); foreach (MeshRenderer mr in source.GetComponentsInChildren(typeof (Renderer), true)) { things.Add(new Thingy () { mesh = mr.GetComponent<MeshFilter>().sharedMesh, matrix = baseMat * mr.transform.localToWorldMatrix, materials = new List<Material> (mr.sharedMaterials) }); } foreach (PrefabInstance pi in source.GetComponentsInChildren(typeof (PrefabInstance), true)) { if (pi.enabled && pi.gameObject.activeSelf) Rebuild (pi.prefab, baseMat * pi.transform.localToWorldMatrix); } } // Editor-time-only update: Draw the meshes so we can see the objects in the scene view void Update () { if (EditorApplication.isPlaying) return; Matrix4x4 mat = transform.localToWorldMatrix; foreach (Thingy t in things) for (int i = 0; i < t.materials.Count; i++) Graphics.DrawMesh (t.mesh, mat * t.matrix, t.materials[i], gameObject.layer, null, i); } // Picking logic: Since we don‘t have gizmos.drawmesh, draw a bounding cube around each thingy void OnDrawGizmos () { DrawGizmos (new Color (0,0,0,0)); } void OnDrawGizmosSelected () { DrawGizmos (new Color (0,0,1,.2f)); } void DrawGizmos (Color col) { if (EditorApplication.isPlaying) return; Gizmos.color = col; Matrix4x4 mat = transform.localToWorldMatrix; foreach (Thingy t in things) { Gizmos.matrix = mat * t.matrix; Gizmos.DrawCube(t.mesh.bounds.center, t.mesh.bounds.size); } } // Baking stuff: Copy in all the referenced objects into the scene on play or build [PostProcessScene(-2)] public static void OnPostprocessScene() { foreach (PrefabInstance pi in UnityEngine.Object.FindObjectsOfType (typeof (PrefabInstance))) BakeInstance (pi); } public static void BakeInstance (PrefabInstance pi) { if(!pi.prefab || !pi.enabled) return; pi.enabled = false; GameObject go = PrefabUtility.InstantiatePrefab(pi.prefab) as GameObject; Quaternion rot = go.transform.localRotation; Vector3 scale = go.transform.localScale; go.transform.parent = pi.transform; go.transform.localPosition = Vector3.zero; go.transform.localScale = scale; go.transform.localRotation = rot; pi.prefab = null; foreach (PrefabInstance childPi in go.GetComponentsInChildren<PrefabInstance>()) BakeInstance (childPi); } #endif
上述是两个 如果是多个关联呢?
时间: 2024-12-28 18:00:36