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[转]序列化的对象修改格式

2017-11-26  本文已影响13人  小小小小小丶敏

一般在做编辑器的时候会给策划做一些脚本或者ScriptableObject,让策划进行或拽赋值等操作。举个例子假如开始策划说我只需要拖放一个GameObject,但是N天以后策划说这里想拖多个GameObject. 那么如果开始序列化的数据不是List<GameObject>那么就悲剧了,数据结构一变策划之前拖拽过的工作都玩白做了。。有些人为了做兼容不得不在写一个新的数据结构让策划来填写,但是这样就得是多个变量了,代码看起来比较丑了。

其实Unity也意识到这个问题了。他们提供了一个方案

FormerlySerializedAs(name)

public string a1;
    [FormerlySerializedAs("a1")]
    public string a2;

这样可以把a1删除了,然后 a1序列化的数据就保存在a2里。但是它这个有局限性,比如这里我想把a1的数据放到一个新的对象里就不行了。比如这样

public class NewBehaviourScript : MonoBehaviour {
 
    public Hero hero;
 
}
 
 
[System.Serializable]
public class Hero
{
    [FormerlySerializedAs("a1")]
    public string a2;
}

而且它这个只能替换相同数据结构,假如我想GameObject放到List<GameObject>里也不行了。。。所以我写了一个批量赋值的工具。把MonoBehaviour和ScriptableObject以泛型的形式传进去,让旧的数据等于新的数据、然后在类里把就把旧的变量直接删除掉就好了。

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;
 
public class TestEditor : Editor {
 
 
    [MenuItem("1/ModifyPrefab")]
    static void Test()
    {
        ModifyAsset.ModifyPrefab<NewBehaviourScript>(delegate(Component obj) {
            NewBehaviourScript  script = obj as NewBehaviourScript;
            script.hero.objects = new List<GameObject>(){script.obj};
        });
    }
 
 
 
    [MenuItem("1/ModifyScene")]
    static void Test1()
    {
        ModifyAsset.ModifyScene<NewBehaviourScript>(delegate(Component obj){
            NewBehaviourScript  script = obj as NewBehaviourScript;
            script.hero.objects = new List<GameObject>(){script.obj}; 
        });
    }
 
    [MenuItem("1/ModifyScriptableObject")]
    static void Test2()
    {
        ModifyAsset.ModifyScriptableObject<MyAsset>(delegate(ScriptableObject obj) {
            MyAsset  script = obj as MyAsset;
            script.hero.objects = new List<GameObject>(){script.obj}; 
 
        });
    }
}

可能出现这个问题的只有三处

1.prefab里的数据

2.scene里的数据

3.ScriptableObject

核心代码就是遍历、找到以后回调出去。

#if UNITY_EDITOR
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine.SceneManagement;
using System.Reflection;
using System;
using UnityEditor.SceneManagement;
public class ModifyAsset
{
    static public void ModifyPrefab<T> (Action<Component>callBack) where T: MonoBehaviour
    {
        string[] guids = AssetDatabase.FindAssets ("t:Prefab");
 
        foreach (string guid in guids) {
            string path = AssetDatabase.GUIDToAssetPath (guid);
            GameObject obj = AssetDatabase.LoadAssetAtPath<GameObject> (path);
            T[] scripts = obj.GetComponentsInChildren<T> (true);
 
            for (int i = 0; i < scripts.Length; i++) 
            {
                callBack (scripts[i]);
            }
            EditorUtility.SetDirty (obj);
            AssetDatabase.SaveAssets ();
            AssetDatabase.Refresh ();
        }
    }
 
    static public void ModifyScene<T> (Action<Component>callBack) where T: MonoBehaviour
    {
        EditorSceneManager.SaveOpenScenes ();
        foreach (EditorBuildSettingsScene editorBuildSettingsScene in EditorBuildSettings.scenes) 
        {
            Scene scene=EditorSceneManager.OpenScene (editorBuildSettingsScene.path);
            T[] scripts =   Resources.FindObjectsOfTypeAll<T> ();
            for (int i = 0; i < scripts.Length; i++) 
            {
                callBack (scripts[i]);
            }
            EditorSceneManager.SaveScene(scene);
            AssetDatabase.SaveAssets ();
            AssetDatabase.Refresh ();
        }
    }
 
    static public void ModifyScriptableObject<T> (Action<ScriptableObject>callBack) where T: ScriptableObject
    {
        string[] guids = AssetDatabase.FindAssets ("t:ScriptableObject");
        foreach (string guid in guids) {
            string path = AssetDatabase.GUIDToAssetPath (guid);
            if (path.EndsWith (".asset")) {
                T script = AssetDatabase.LoadAssetAtPath<T> (path);
                if (script != null) {
                    callBack (script);
                    EditorUtility.SetDirty (script);
                    AssetDatabase.SaveAssets ();
                    AssetDatabase.Refresh ();
                }
            }
        }
    }
 
}
#endif

序列化对象 ,把obj放到hero.objects[0]里面,然后在把obj删除就行了

using UnityEngine;
using System.Collections;
using UnityEngine.Serialization;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
 
public class NewBehaviourScript : MonoBehaviour 
{
    public GameObject obj;
    public Hero hero;
}
 
 
[System.Serializable]
public class Hero
{
    public List<GameObject> objects;
}

ScriptableObject


using UnityEngine;
using System.Collections;
using System.Collections.Generic;
 
[CreateAssetMenu]
public class MyAsset : ScriptableObject {
 
 
    public GameObject obj;
    public Hero hero;
 
 
}

OK这样数据就拷贝过去了。然后就可以把旧的数据结构删除了。

Unity3D研究院编辑器之序列化的对象修改格式(十九) - 雨松MOMO程序研究院 - 1

做到这里其实还没有完,因为这里就算在脚本里删除了变量名, 那这个变量名之前序列化的数据还在prefab里序列化这。除非修改保存一下才行,所以最好在批量执行一下
EditorUtility.SetDirty (obj);

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