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  • 控制Unity中脚本的运行顺序

    思路就是先拿到脚本和脚本挂的特性值 然后使用monoImportor.Set修改执行顺序

    using System;
    using System.Collections.Generic;
    #if UNITY_EDITOR
    using System.IO;
    using UnityEditor;
    #endif
    using UnityEngine;
    
    [AttributeUsage( AttributeTargets.Class, Inherited = false, AllowMultiple = false )]
    sealed class ExecutionOrderAttribute : Attribute {
    
        public readonly int ExecutionOrder = 0;
    
        public ExecutionOrderAttribute( int executionOrder ) {
            ExecutionOrder = executionOrder;
        }
    
    #if UNITY_EDITOR
        private const string PB_TITLE = "Updating Execution Order";
        private const string PB_MESSAGE = "Hold on to your butt, Cap'n!";
        private const string ERR_MESSAGE = "Unable to locate and set execution order for {0}";
    
    
    
        //这个特性类似 InitializeLoad   点击运行的时候会加载脚本  或者你在vs修改了什么东西 也会加载一次
        [InitializeOnLoadMethod]
        private static void Execute() {
            //用类型拿到这个程序集中所有的脚本 
            Type type = typeof( ExecutionOrderAttribute );
    
            //我糙  真是服了  用var居然不用引用命名空间
            var assembly = type.Assembly;
    
            //可以尝试进行打印查看程序及中的类集合 
            Type[] types = assembly.GetTypes();
    
            var scripts = new Dictionary<MonoScript, ExecutionOrderAttribute>();
    
            var progress = 0f;
            var step = 1f / types.Length;
    
            foreach ( var item in types ) {
                //拿到类身上的特性
                var attributes = item.GetCustomAttributes( type, false );
    
                //如果脚本上的特性大于一个跳过继续
                if ( attributes.Length != 1 )
                    continue;
    
                var attribute = attributes[0] as ExecutionOrderAttribute;
    
                var asset = "";
    
                //从Asset中拿到这个脚本的唯一标识符(就是哪个guid特性里面的值)
                var guids = AssetDatabase.FindAssets( string.Format( "{0} t:script", item.Name ) );
    
                if ( guids.Length > 1 ) {
                    foreach ( var guid in guids ) {
                        var assetPath = AssetDatabase.GUIDToAssetPath( guid );
                        var filename = Path.GetFileNameWithoutExtension( assetPath );
                        if ( filename == item.Name ) {
                            asset = guid;
                            break;
                        }
                    }
                } else if ( guids.Length == 1 ) {
                    asset = guids[0];
                } else {
                    Debug.LogErrorFormat( ERR_MESSAGE, item.Name );
                    return;
                }
                //将guid码转化为资源路径然后加载对应的脚本
                MonoScript script = AssetDatabase.LoadAssetAtPath<MonoScript>( AssetDatabase.GUIDToAssetPath( asset ) );
    
                //将脚本和对应的特性加载到集合中
                scripts.Add( script, attribute );
            }
    
            bool changed = false;
            foreach ( var item in scripts ) {
                //查看七楼八楼的对应解释
                //https://forum.unity.com/threads/script-execution-order-manipulation.130805/
                if ( MonoImporter.GetExecutionOrder( item.Key ) != item.Value.ExecutionOrder ) {
                    changed = true;
                    break;
                }
            }
    
            if ( changed ) {
                foreach ( var item in scripts ) {
                    var cancelled = EditorUtility.DisplayCancelableProgressBar( PB_TITLE, PB_MESSAGE, progress );
                    progress += step;
                    if ( MonoImporter.GetExecutionOrder( item.Key ) != item.Value.ExecutionOrder ) {
                        MonoImporter.SetExecutionOrder( item.Key, item.Value.ExecutionOrder );
                    }
    
                    if ( cancelled ) break;
                }
            }
    
            Debug.Log("排序行为执行");
    
            EditorUtility.ClearProgressBar();
        }
    #endif
    }
    

      

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  • 原文地址:https://www.cnblogs.com/chenggg/p/10781462.html
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