Unity 打包时修改场景
2016-06-23 本文已影响1442人
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遇到一个需求,同一套代码要同时处理横竖屏,而且每款产品用的图片不一样。
一般会选择把资源放在Resources下面,然后动态加载。。
但是。。我们公司的产品不大,数量却很多,如果这样搞的话,打包时多出很多“无用资源”。
所以,利用Unity提供的PostProcessScene回调属性。横屏产品删除竖屏节点,竖屏的产品删除横屏节点。而且能够做到只打包有用的资源。
Paste_Image.png Paste_Image.pnghttp://docs.unity3d.com/ScriptReference/Callbacks.PostProcessSceneAttribute.html
/// <summary>
/// 是否竖屏模式
/// </summary>
public static bool IsPortait
{
get
{
#if UNITY_EDITOR
if(Application.isPlaying)
return Screen.height > Screen.width;
else
{
switch (PlayerSettings.defaultInterfaceOrientation)
{
case UIOrientation.Portrait:
case UIOrientation.PortraitUpsideDown:
return true;
case UIOrientation.AutoRotation:
return PlayerSettings.allowedAutorotateToPortrait || PlayerSettings.allowedAutorotateToPortraitUpsideDown;
}
return false;
}
#else
return Screen.orientation == ScreenOrientation.Portrait || Screen.orientation == ScreenOrientation.PortraitUpsideDown;
#endif
}
}
using UnityEngine;
using UnityEditor.Callbacks;
using Babybus.Builder;
using UnityEngine.UI;
using UnityEditor;
using Babybus.BabyModule;
namespace Babybus.Framework.Extension
{
class MyScenePostprocessor
{
[PostProcessScene]
public static void OnPostprocessScene()
{
var objects = Resources.FindObjectsOfTypeAll<LearningSystem>();
if (objects == null || objects.Length == 0)
return;
Transform learningSystem = null;
foreach (var item in objects)
{
if (AssetDatabase.GetAssetPath(item) == "")
{
learningSystem = item.transform;
break;
}
}
if (learningSystem == null)
return;
if (BabySystem.IsPortrait)
{
Object.DestroyImmediate(learningSystem.Find("横屏").gameObject);
//竖屏目前只有一款,不需要做额外处理
}
else
{
Object.DestroyImmediate(learningSystem.Find("竖屏").gameObject);
var landscape = learningSystem.Find("横屏");
var uiRootPath = "Assets/BabyFrameWork/UI/";
landscape.Find("能力体系").GetComponent<Image>().sprite = AssetDatabase.LoadAssetAtPath<Sprite>(uiRootPath + "能力体系/" + BabySystem.productName + ".png");
landscape.Find("饼图").GetComponent<Image>().sprite = AssetDatabase.LoadAssetAtPath<Sprite>(uiRootPath + "饼图/" + BabySystem.productName + ".png");
landscape.Find("学习目标/图标").GetComponent<Image>().sprite = AssetDatabase.LoadAssetAtPath<Sprite>(uiRootPath + "学习目标图标/" + BabySystem.nextLearnProductName + ".png");
}
}
}
}
其中LearningSystem组件挂在如下图的“博士帽-体系”节点上。
Paste_Image.png