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  • AddLayer和AddTag

    using System.Collections;
    using System.Collections.Generic;
    using UnityEditor;
    using UnityEngine;
    
    public class LayerTagSpawn : AssetPostprocessor
    {
        static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
        {
            foreach (string s in importedAssets)
            {
                if (s.Contains("HandleController"))
                {
                    AddLayer("dragLayer");
                    AddLayer("terrain");
                    return;
                }
            }
        }
    
        static void AddTag(string tag)
        {
            if (!isHasTag(tag))
            {
                SerializedObject tagManager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]);
                SerializedProperty it = tagManager.GetIterator();
                int index = 0;
                bool bFindTag = false;
                while (it.NextVisible(true))
                {
                    if (it.name == "tags")
                    {
                        for (int i = 0; i < it.arraySize; i++)
                        {
                            index++;
                            SerializedProperty dataPoint = it.GetArrayElementAtIndex(i);
                            if (string.IsNullOrEmpty(dataPoint.stringValue))
                            {
                                dataPoint.stringValue = tag;
                                tagManager.ApplyModifiedProperties();
                                bFindTag = true;
                                return;
                            }
                        }
                        if (!bFindTag)
                        {
                            it.InsertArrayElementAtIndex(index);
                            SerializedProperty property = it.GetArrayElementAtIndex(index);
                            property.stringValue = tag;
                            tagManager.ApplyModifiedProperties();
                            return;
                        }
                    }
                }
            }
        }
    
        static void AddLayer(string layer)
        {
            if (!isHasLayer(layer))
            {
                SerializedObject tagManager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]);
                SerializedProperty it = tagManager.GetIterator();
                while (it.NextVisible(true))
                {
                    if (it.name == "layers")
                    {
                        for (int i = 8; i <= 31; i++)
                        {
                            SerializedProperty dataPoint = it.GetArrayElementAtIndex(i);
                            if (string.IsNullOrEmpty(dataPoint.stringValue))
                            {
                                dataPoint.stringValue = layer;
                                tagManager.ApplyModifiedProperties();
                                return;
                            }
                        }
                    }
                }
            }
        }
    
        static bool isHasTag(string tag)
        {
            for (int i = 0; i < UnityEditorInternal.InternalEditorUtility.tags.Length; i++)
            {
                if (UnityEditorInternal.InternalEditorUtility.tags[i].Contains(tag))
                    return true;
            }
            return false;
        }
    
        static bool isHasLayer(string layer)
        {
            for (int i = 0; i < UnityEditorInternal.InternalEditorUtility.layers.Length; i++)
            {
                if (UnityEditorInternal.InternalEditorUtility.layers[i].Contains(layer))
                    return true;
            }
            return false;
        }
    }
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  • 原文地址:https://www.cnblogs.com/MrZivChu/p/TagLayer.html
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