有事需要将SceneA中的一个对象在SceneB中使用,切换场景时候会将A场景对象全部卸载,此时就需要在切场景时候创建一个预设体,然后在SceneB中使用,动态的使用代码创建预设体,需要用到Unity的一个类PrefabUtility
代码如下
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
public class CreatePrefabInRunTime : MonoBehaviour {
void RunTimeCreatePrefab(GameObject obj, string prefabName)
{
string path = "Assets/Resources/CreatePrefabInRunTime/Prefabs/" + prefabName + ".prefab";
if (File.Exists (path)) {
Debug.Log ("is have");
}
// 如果不做路径判断,则会覆盖原路径中的文件
PrefabUtility.CreatePrefab (path, obj);
}
void OnGUI(){
if (GUILayout.Button ("create prefab")) {
GameObject obj = GameObject.Find ("TestPanel");
RunTimeCreatePrefab (obj, "test_panel_prefab");
}
}
}
有时会有需求:根据策划的配置来动态生成预设体,可以编写一个编辑器工具来生成
[MenuItem("Tools/CreatePrefab/InEditor")]
public static void RunTimeCreatePrefab()
{
Debug.Log ("auto create a prefab");
string prefabName = "testPrefab";
GameObject obj = new GameObject(prefabName);
obj.transform.position = Vector3.zero;
Image obj_image = obj.AddComponent <Image>();
obj_image.color = Color.red;
GameObject obj_child1 = new GameObject ("child1");
obj_child1.transform.SetParent (obj.transform);
obj_child1.transform.localScale = Vector3.one * 0.5f;
Image obj_child1_image = obj_child1.AddComponent<Image> ();
obj_child1_image.color = Color.green;
string path = "Assets/Resources/CreatePrefabInRunTime/Prefabs/" + prefabName + ".prefab";
if (File.Exists (path)) {
Debug.Log ("is have");
}
// 如果不做路径判断,则会覆盖原路径中的文件
PrefabUtility.CreatePrefab (path, obj);
}