ReferenceCollector.cs 5.5 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. //Object并非C#基础中的Object,而是 UnityEngine.Object
  5. using Object = UnityEngine.Object;
  6. //使其能在Inspector面板显示,并且可以被赋予相应值
  7. [Serializable]
  8. public class ReferenceCollectorData
  9. {
  10. public string key;
  11. //Object并非C#基础中的Object,而是 UnityEngine.Object
  12. public Object gameObject;
  13. }
  14. //继承IComparer对比器,Ordinal会使用序号排序规则比较字符串,因为是byte级别的比较,所以准确性和性能都不错
  15. public class ReferenceCollectorDataComparer: IComparer<ReferenceCollectorData>
  16. {
  17. public int Compare(ReferenceCollectorData x, ReferenceCollectorData y)
  18. {
  19. return string.Compare(x.key, y.key, StringComparison.Ordinal);
  20. }
  21. }
  22. //继承ISerializationCallbackReceiver后会增加OnAfterDeserialize和OnBeforeSerialize两个回调函数,如果有需要可以在对需要序列化的东西进行操作
  23. //ET在这里主要是在OnAfterDeserialize回调函数中将data中存储的ReferenceCollectorData转换为dict中的Object,方便之后的使用
  24. //注意UNITY_EDITOR宏定义,在编译以后,部分编辑器相关函数并不存在
  25. public class ReferenceCollector: MonoBehaviour, ISerializationCallbackReceiver
  26. {
  27. //用于序列化的List
  28. public List<ReferenceCollectorData> data = new List<ReferenceCollectorData>();
  29. //Object并非C#基础中的Object,而是 UnityEngine.Object
  30. private readonly Dictionary<string, Object> dict = new Dictionary<string, Object>();
  31. #if UNITY_EDITOR
  32. //添加新的元素
  33. public void Add(string key, Object obj)
  34. {
  35. UnityEditor.SerializedObject serializedObject = new UnityEditor.SerializedObject(this);
  36. //根据PropertyPath读取数据
  37. //如果不知道具体的格式,可以右键用文本编辑器打开一个prefab文件(如Bundles/UI目录中的几个)
  38. //因为这几个prefab挂载了ReferenceCollector,所以搜索data就能找到存储的数据
  39. UnityEditor.SerializedProperty dataProperty = serializedObject.FindProperty("data");
  40. int i;
  41. //遍历data,看添加的数据是否存在相同key
  42. for (i = 0; i < data.Count; i++)
  43. {
  44. if (data[i].key == key)
  45. {
  46. break;
  47. }
  48. }
  49. //不等于data.Count意为已经存在于data List中,直接赋值即可
  50. if (i != data.Count)
  51. {
  52. //根据i的值获取dataProperty,也就是data中的对应ReferenceCollectorData,不过在这里,是对Property进行的读取,有点类似json或者xml的节点
  53. UnityEditor.SerializedProperty element = dataProperty.GetArrayElementAtIndex(i);
  54. //对对应节点进行赋值,值为gameobject相对应的fileID
  55. //fileID独一无二,单对单关系,其他挂载在这个gameobject上的script或组件会保存相对应的fileID
  56. element.FindPropertyRelative("gameObject").objectReferenceValue = obj;
  57. }
  58. else
  59. {
  60. //等于则说明key在data中无对应元素,所以得向其插入新的元素
  61. dataProperty.InsertArrayElementAtIndex(i);
  62. UnityEditor.SerializedProperty element = dataProperty.GetArrayElementAtIndex(i);
  63. element.FindPropertyRelative("key").stringValue = key;
  64. element.FindPropertyRelative("gameObject").objectReferenceValue = obj;
  65. }
  66. //应用与更新
  67. UnityEditor.EditorUtility.SetDirty(this);
  68. serializedObject.ApplyModifiedProperties();
  69. serializedObject.UpdateIfRequiredOrScript();
  70. }
  71. //删除元素,知识点与上面的添加相似
  72. public void Remove(string key)
  73. {
  74. UnityEditor.SerializedObject serializedObject = new UnityEditor.SerializedObject(this);
  75. UnityEditor.SerializedProperty dataProperty = serializedObject.FindProperty("data");
  76. int i;
  77. for (i = 0; i < data.Count; i++)
  78. {
  79. if (data[i].key == key)
  80. {
  81. break;
  82. }
  83. }
  84. if (i != data.Count)
  85. {
  86. dataProperty.DeleteArrayElementAtIndex(i);
  87. }
  88. UnityEditor.EditorUtility.SetDirty(this);
  89. serializedObject.ApplyModifiedProperties();
  90. serializedObject.UpdateIfRequiredOrScript();
  91. }
  92. public void Clear()
  93. {
  94. UnityEditor.SerializedObject serializedObject = new UnityEditor.SerializedObject(this);
  95. //根据PropertyPath读取prefab文件中的数据
  96. //如果不知道具体的格式,可以直接右键用文本编辑器打开,搜索data就能找到
  97. var dataProperty = serializedObject.FindProperty("data");
  98. dataProperty.ClearArray();
  99. UnityEditor.EditorUtility.SetDirty(this);
  100. serializedObject.ApplyModifiedProperties();
  101. serializedObject.UpdateIfRequiredOrScript();
  102. }
  103. public void Sort()
  104. {
  105. UnityEditor.SerializedObject serializedObject = new UnityEditor.SerializedObject(this);
  106. data.Sort(new ReferenceCollectorDataComparer());
  107. UnityEditor.EditorUtility.SetDirty(this);
  108. serializedObject.ApplyModifiedProperties();
  109. serializedObject.UpdateIfRequiredOrScript();
  110. }
  111. #endif
  112. //使用泛型返回对应key的gameobject
  113. public T Get<T>(string key) where T : class
  114. {
  115. Object dictGo;
  116. if (!dict.TryGetValue(key, out dictGo))
  117. {
  118. return null;
  119. }
  120. return dictGo as T;
  121. }
  122. public Object GetObject(string key)
  123. {
  124. Object dictGo;
  125. if (!dict.TryGetValue(key, out dictGo))
  126. {
  127. return null;
  128. }
  129. return dictGo;
  130. }
  131. public void OnBeforeSerialize()
  132. {
  133. }
  134. //在反序列化后运行
  135. public void OnAfterDeserialize()
  136. {
  137. dict.Clear();
  138. foreach (ReferenceCollectorData referenceCollectorData in data)
  139. {
  140. if (!dict.ContainsKey(referenceCollectorData.key))
  141. {
  142. dict.Add(referenceCollectorData.key, referenceCollectorData.gameObject);
  143. }
  144. }
  145. }
  146. }