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):
using UnityEngine;
using System.Collections; //[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)
public class CreateInstance : MonoBehaviour {
public GameObject prefabs = null;
private Vector3 pos;
void Start () {
if (prefabs != null)
{
pos = new Vector3(, 2.7f, -10.5114f);
for (int i = ; i < ; ++i)
{
Object tmpObj = Instantiate(prefabs, pos , Quaternion.identity);
pos.x = pos.x - ;
}
}
else
{
Debug.Log("prefabs is null");
}
}
}
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 = ; 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 (,,,)); }
void OnDrawGizmosSelected () { DrawGizmos (new Color (,,,.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(-)]
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?