NestedPreb
屌丝手动版
One of the things we’re sorely missing from Unity is nested prefabs. So we rolled this little script to help us out – and figured other people could benefit as well.
You just add this script to a gameobject, and point the prefab field at the prefab you want instantiated.
This will render the prefab in the scene view while editing, and at bake time it will copy the objects into the scene so your gamecode can just work. It doesn’t allow overriding properties, and only previews the meshes, but we’ve been able to use it a lot for building props: We have a Gameobject that contains all the logic for a prop (e.g. definitions of cover points for a crate) – and then uses this script to pull in the actual FBX file that has the graphics. Now our graphic artist can just modify that and everything works.
You can also reference other prefabs, and nest these PrefabInstance scripts. While not as cool as a real system, it pretty much has solved our use cases.
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
}
It uses the same principle as our IBakeable interface, but we want this to run before all the other IBakeable functions (so all objects are instantiated before we try to run others)


NestedPreb的更多相关文章
随机推荐
- MySQL最优配置文件模板·2016-11-28
小伙伴们大爱的MySQL最优配置文件模板更新啦.对之前的MySQL最优配置文件·20160901做了一些修正,更为名至实归.可以通过此链接进行下载.当然,更欢迎同学们提出意见和建议,共同打造一个最优M ...
- Node.js & Unix/Linux & NVM
Node.js & Unix/Linux & NVM nvm https://github.com/creationix/nvm https://github.com/xyz-data ...
- HDU 1079 简单博弈
判断下一步能否到达必胜态,如果可以当前状态就是必败态,否则当前状态记为必胜态 #include <cstdio> #include <cstring> #include < ...
- bzoj5105 晨跑 数论lcm
“无体育,不清华”.”每天锻炼一小时,健康工作五十年,幸福生活一辈子”在清华,体育运动绝对是同学们生活中 不可或缺的一部分.为了响应学校的号召,模范好学生王队长决定坚持晨跑.不过由于种种原因,每天都早 ...
- [NOIP2007] 提高组 洛谷P1097 统计数字
题目描述 某次科研调查时得到了n个自然数,每个数均不超过1500000000(1.5*10^9).已知不相同的数不超过10000个,现在需要统计这些自然数各自出现的次数,并按照自然数从小到大的顺序输出 ...
- 【HDOJ4812】D Tree(点分治)
题意: 给定一棵 n 个点的树,每个点有权值 Vi 问是否存在一条路径使得路径上所有点的权值乘积 mod(10^6 + 3) 为 K 输出路径的首尾标号,若有多解,输出字典序最小的解 对于100%的数 ...
- Codeforces704C. Black Widow
n<=1e5个值v,分别由<=1e5的m个变量中的1<=ki<=2个布尔变量xj(或某个变量取反)或起来组成,而所有的v异或起来为1,一个x不会在输入数据中出现超过2次,包括他 ...
- response的作用
response.addCookies(),添加Cookie. response.sendRedirect()页面跳转,客户端跳转.(能够取到request)
- Linux 网络配置,ifconfig不显示ip地址的解决办法
进入到/etc/sysconfig/network-scripts 然后设置虚拟机的网络配置 这样就配置成功了
- SQLServer2008 快捷键集合
CTRL + SHIFT + B 生成解决方案 CTRL + F7 ...