最经遇到一个需要批量修改已经做好的prefab的问题,查了一些资料最终实现了但是还是不够完美,通过学习也发现unity的编辑器功能还是非常强大的。废话不多说直接上代码:

 [ExecuteInEditMode]
[MenuItem("Tools/RecordPoint Add Flame")]
private static void RecordPointAddFlame()
{
GameObject twoSphere = AssetDatabase.LoadAssetAtPath("Assets/Resources/Prefabs/TwoSphere.prefab", typeof(GameObject)) as GameObject; string[] ids = AssetDatabase.FindAssets("t:Prefab", new string[] { "Assets/Resources/Prefabs" });
for (int i = ; i < ids.Length; i++)
{
string path = AssetDatabase.GUIDToAssetPath(ids[i]);
Debug.Log(path);
if (!path.Contains("TwoCube"))
{
continue;
}
GameObject originTwoCube = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)) as GameObject;
GameObject twoCube = PrefabUtility.InstantiatePrefab(originTwoCube) as GameObject; foreach (Transform item in twoCube.transform)
{
if (item.FindChild("TwoSphere") == null)
{
GameObject ts = PrefabUtility.InstantiatePrefab(twoSphere) as GameObject;
ts.transform.parent = item;
}
} var newprefab = PrefabUtility.CreateEmptyPrefab("Assets/Resources/Prefabs/TwoCube.prefab");
PrefabUtility.ReplacePrefab(twoCube, newprefab, ReplacePrefabOptions.Default);
} AssetDatabase.SaveAssets();
Debug.Log("Done");
}

这段代码的功能是在TwoCube这个prefab的两个子对象cube上挂一个名为TwoSphere的prefab。如图

Unity3D Editor模式下批量修改prefab-LMLPHP

最终结果如下:

Unity3D Editor模式下批量修改prefab-LMLPHP

代码中为什么要使用PrefabUtility.InstantiatePrefab和PrefabUtility.ReplacePrefab,这是因为上述例子有一点比较特殊的地方,就是是一个prefab中嵌入另一个prefab。如果单纯的只是操作一个prefab是没有必要这样做的。

04-30 11:47