Unity对象的所有组件深拷贝与粘贴
发表于2017-11-11
下面给大家分享的是在Unity开发中对象的所有组件深拷贝与粘贴,为了让大家可以了解的更明白,会从单个组件拷贝开始介绍,让大家可以一步步的去了解。
一、Unity 单个组件拷贝
Unity中,经常有对象或预制体,但是想要把某个预制体或对象的组件全部都拷贝到某个新的对象上。
Unity 虽然已经提供了Copy Component这个功能,
这个功能很不错,可以拷贝粘贴,但是面对某个组件上大量的组件和里面的各种参数调整,
对象或预制体的层级结构深,各层的组件多,参数也纷繁复杂,这个就不太灵光了。
二、当前层所有组件的拷贝与粘贴
方法很简单的,不就是复制和粘贴么,两步走。
1.拷贝
static Component[] copiedComponents; [MenuItem("GameObject/Copy Current Components #&C")] static void Copy() { copiedComponents = Selection.activeGameObject.GetComponents<Component>(); }
一句话,就是获取当前选中的对象的组件,然后存储于变量中。
2.粘贴
[MenuItem("GameObject/Paste Current Components #&P")] static void Paste() { foreach (var targetGameObject in Selection.gameObjects) { if (!targetGameObject || copiedComponents == null) continue; foreach (var copiedComponent in copiedComponents) { if (!copiedComponent) continue; UnityEditorInternal.ComponentUtility.CopyComponent(copiedComponent); UnityEditorInternal.ComponentUtility.PasteComponentAsNew(targetGameObject); } } }
这里面干了点啥?基本上都是自解释的句子。使用了UnityEditorInternal的ComponentUtility的函数。
CopyComponent PasteComponentAsNew
然后在编辑器的GameObject下就可以看到Copy Current Components和Paste Current Components两个菜单了,当然还包括他们的快捷键。
由于担心与其他快捷键重复,所以Ctrl,Shift,Alt都是用上了。当然你可以根据自己喜好来决定。
三、对象组件的深度复制与粘贴
上面的当前层的拷贝,已经把当前拷贝一个层的问题解决了。
深度拷贝,当然要深入到对象或预制体的所有子对象进行拷贝了。
1.
建立了一个链表来解决层级的问题。
public class MyComponentList { public MyComponentList() { } public List<Component> gameObjList; public List<MyComponentList> nextList; }
2.拷贝对象组件,包括所有子对象组件内容
static MyComponentList pri_my_list = new MyComponentList(); private static void GetAllChilds(GameObject transformForSearch, MyComponentList next) { List<Component> childsOfGameobject = new List<Component>(); next.gameObjList = childsOfGameobject; next.nextList = new List<MyComponentList>(); foreach (var item in transformForSearch.GetComponents<Component>()) { childsOfGameobject.Add(item); } foreach (Transform item in transformForSearch.transform) { MyComponentList tmpnext = new MyComponentList(); GetAllChilds(item.gameObject, tmpnext); next.nextList.Add(tmpnext); } return; } [MenuItem("GameObject/Copy All Components #%&C")] static void Copy() { GetAllChilds(Selection.activeGameObject,pri_my_list); }
3.选择新对象粘贴拷贝内容
private static void PasteChildComponent(GameObject gameObj, MyComponentList next) { if (next.gameObjList != null) { foreach (var copiedComponent in next.gameObjList) { if (!copiedComponent) continue; UnityEditorInternal.ComponentUtility.CopyComponent(copiedComponent); UnityEditorInternal.ComponentUtility.PasteComponentAsNew(gameObj); } } if (next.nextList != null) { List<Transform> TmpListTrans = new List<Transform>(); foreach (Transform item in gameObj.transform) { TmpListTrans.Add(item); } int i = 0; foreach (var item in next.nextList) { if (i < TmpListTrans.Count) { PasteChildComponent(TmpListTrans[i].gameObject, item); } i++; } } }
稍微罗嗦一下,深度拷贝与粘贴组件都使用了递归调用。
粘贴的递归过程中,首先粘贴了当前层级的所有组件,方法仍旧使用的是第一种拷贝粘贴的方法。
然后遍历子对象中的对象,递归调用。
就是这样。
四、运行截图
五、当前层组件拷贝与粘贴源码
using UnityEngine; using UnityEditor; using System.Collections; public class CopyAllComponent : EditorWindow { static Component[] copiedComponents; [MenuItem("GameObject/Copy Current Components #&C")] static void Copy() { copiedComponents = Selection.activeGameObject.GetComponents<Component>(); } [MenuItem("GameObject/Paste Current Components #&P")] static void Paste() { foreach (var targetGameObject in Selection.gameObjects) { if (!targetGameObject || copiedComponents == null) continue; foreach (var copiedComponent in copiedComponents) { if (!copiedComponent) continue; UnityEditorInternal.ComponentUtility.CopyComponent(copiedComponent); UnityEditorInternal.ComponentUtility.PasteComponentAsNew(targetGameObject); } } } }
六、组件的深度拷贝粘贴源码
using UnityEngine; using UnityEditor; using System.Collections.Generic; public class DeepCopyAllComponent : EditorWindow { [MenuItem("GameObject/Copy All Components #%&C")] static void Copy() { GetAllChilds(Selection.activeGameObject,pri_my_list); } [MenuItem("GameObject/Paste All Components #%&P")] static void Paste() { GameObject tmpGameObj = Selection.activeGameObject; PasteChildComponent(tmpGameObj, pri_my_list); } public class MyComponentList { public MyComponentList() { } public List<Component> gameObjList; public List<MyComponentList> nextList; } private static void PasteChildComponent(GameObject gameObj, MyComponentList next) { if (next.gameObjList != null) { foreach (var copiedComponent in next.gameObjList) { if (!copiedComponent) continue; UnityEditorInternal.ComponentUtility.CopyComponent(copiedComponent); UnityEditorInternal.ComponentUtility.PasteComponentAsNew(gameObj); } } if (next.nextList != null) { List<Transform> TmpListTrans = new List<Transform>(); foreach (Transform item in gameObj.transform) { TmpListTrans.Add(item); } int i = 0; foreach (var item in next.nextList) { if (i < TmpListTrans.Count) { PasteChildComponent(TmpListTrans[i].gameObject, item); } i++; } } } static MyComponentList pri_my_list = new MyComponentList(); private static void GetAllChilds(GameObject transformForSearch, MyComponentList next) { List<Component> childsOfGameobject = new List<Component>(); next.gameObjList = childsOfGameobject; next.nextList = new List<MyComponentList>(); foreach (var item in transformForSearch.GetComponents<Component>()) { childsOfGameobject.Add(item); } foreach (Transform item in transformForSearch.transform) { MyComponentList tmpnext = new MyComponentList(); GetAllChilds(item.gameObject, tmpnext); next.nextList.Add(tmpnext); } return; } }