NGUI5.6与Unity2018.3 PrefabMode冲突问题解决方案
情景:
Unity在升级到2018.3版本后 新增了Prefab Mode系统,可以通过Open Prefab直接打开新的Scene对预设进行编辑。
NGUI的UI控件需要依附于UIRoot节点作为其顶级父节点,UIRoot主要是控制UI控件的变化和缩放。
问题:
Unity的Prefab Mode强制在对Prefab节点进行删除/移动时 需要在Prefab Mode系统中才能进行,因此若是在NGUI5.6升级Unity到2018.3 就会出现 在Scene场景中无法删、移预设,但是进入Prefab Mode会有导致NGUI控件报错的问题。
解决方法:
1,简单的解决方法是 每次进行预设编辑时 使用Unpack 进行预设的解引用,这样不需要进入Prefab Mode也可以进行预设的删、移,而缺点就是 每次修改之后需要进行预设的覆盖,带来操作成本,隐患则是进行Unpack会导致引用丢失,需要每次都重新拖引用,提高了操作失误率。
2,对NGUI 5.6 源码修改,在进入Prefab Mode时为其创建UIRoot,在寻找解决方案的时候发现了NGUI2018已经有相应的解决方法,这里将需要修改的代码整理出来:
1,实现配置环境
UIRect.cs protected virtual void Awake () { #if UNITY_2018_3_OR_NEWER NGUITools.CheckForPrefabStage (gameObject); #endif mStarted = false; mGo = gameObject; mTrans = transform; } static public void CheckForPrefabStage (GameObject gameObject) { #if UNITY_EDITOR && UNITY_2018_3_OR_NEWER var prefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetPrefabStage (gameObject); if (prefabStage == null) return; var rootsInParents = gameObject.GetComponentsInParent<UIRoot> (true); var panelsInParents = gameObject.GetComponentsInParent<UIPanel> (true); bool missingRoot = rootsInParents.Length == 0; bool missingPanel = panelsInParents.Length == 0; if (!missingRoot && !missingPanel) return; // Since this function is called from Awake/OnEnable, utilities like PrefabStage.prefabContentsRoot // or Scene.GetRootGameObjects () aren't available at this point var instanceRoot = gameObject.transform; while (instanceRoot.parent != null) instanceRoot = instanceRoot.parent; GameObject container = UnityEditor.EditorUtility.CreateGameObjectWithHideFlags ("UIRoot (Environment)", HideFlags.DontSave); container.layer = instanceRoot.gameObject.layer; if (missingRoot) container.AddComponent<UIRoot> (); if (missingPanel) container.AddComponent<UIPanel> (); UnityEngine.SceneManagement.SceneManager.MoveGameObjectToScene (container, prefabStage.scene); instanceRoot.SetParent (container.transform, false); #endif }
2,实现在预设场景能够正确保存NGUI预设
NGUITools.cs static public void SetDirty (UnityEngine.Object obj) { #if UNITY_EDITOR if (obj) { if (UnityEditor.AssetDatabase.Contains(obj)) { UnityEditor.EditorUtility.SetDirty(obj); } else if (!Application.isPlaying) { if (obj is Component) { var component = (Component)obj; UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(component.gameObject.scene); } else if (obj is UnityEditor.EditorWindow || obj is ScriptableObject) { UnityEditor.EditorUtility.SetDirty(obj); } else { UnityEditor.EditorUtility.SetDirty(obj); UnityEditor.SceneManagement.EditorSceneManager.MarkAllScenesDirty(); } } } //if (obj) //{ // //if (obj is Component) Debug.Log(NGUITools.GetHierarchy((obj as Component).gameObject), obj); // //else if (obj is GameObject) Debug.Log(NGUITools.GetHierarchy(obj as GameObject), obj); // //else Debug.Log("Hmm... " + obj.GetType(), obj); // UnityEditor.EditorUtility.SetDirty(obj); // } #endif }
3,实现渲染
UIDrawCall static UIDrawCall Create (string name, UIPanel pan, Material mat, Texture tex, Shader shader) { UIDrawCall dc = Create(name); dc.gameObject.layer = pan.cachedGameObject.layer; dc.baseMaterial = mat; dc.mainTexture = tex; dc.shader = shader; dc.renderQueue = pan.startingRenderQueue; dc.sortingOrder = pan.sortingOrder; dc.manager = pan; #if UNITY_EDITOR && UNITY_2018_3_OR_NEWER // We need to perform this check here and not in Create (string) to get to manager reference var prefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage (); if (prefabStage != null && dc.manager != null) { // If prefab stage exists and new daw call var stage = UnityEditor.SceneManagement.StageUtility.GetStageHandle (dc.manager.gameObject); if (stage == prefabStage.stageHandle) UnityEngine.SceneManagement.SceneManager.MoveGameObjectToScene (dc.gameObject, prefabStage.scene); } #endif return dc; }
剩下的是其他的修改,代码太多放不下
链接:https://pan.baidu.com/s/1LTdX-4ZjzyYTqxFh8UyAKQ
提取码:7xdt
