Unity中从目前选择对象创建预设(Prefab)脚本

在Unity中选择一个游戏对象,然后通过这个脚本来快速生成一个Prefab预设.
将脚本放在Editor文件夹中,选择游戏对象,支持多选,然后选择菜单GameObject > Create Prefab From Selection,就会在根目录生成一个预设,名字和选择的游戏对象一样.当已经存在同名的预设,将会提示是否覆盖.

脚本名:CreatePrefabFromSelected.cs

using UnityEditor;
using UnityEngine;
using System.Collections;

class CreatePrefabFromSelected : ScriptableObject
{
    const string menuTitle = "GameObject/Create Prefab From Selected";

    /// <summary>
    /// Creates a prefab from the selected game object.
    /// </summary>
    [MenuItem(menuTitle)]
    static void CreatePrefab()
    {
        GameObject[] obj = Selection.gameObjects;

        foreach (GameObject go in obj)
        {
            string name = go.name;
            string localPath = "Assets/" + name + ".prefab";

            if (AssetDatabase.LoadAssetAtPath(localPath, typeof(GameObject)))
            {
                if (EditorUtility.DisplayDialog("Are you sure?", "The prefab already exists. Do you want to overwrite it?", "Yes", "No"))
                {
                    createNew(go, localPath);
                }
            }
            else
            {
                createNew(go, localPath);
            }

        }
    }

    static void createNew(GameObject obj, string localPath)
    {
        Object prefab = EditorUtility.CreateEmptyPrefab(localPath);
        EditorUtility.ReplacePrefab(obj, prefab);
        AssetDatabase.Refresh();

        DestroyImmediate(obj);
        GameObject clone = EditorUtility.InstantiatePrefab(prefab) as GameObject;
    }

    /// <summary>
    /// Validates the menu.
    /// </summary>
    /// <remarks>The item will be disabled if no game object is selected.</remarks>
    [MenuItem(menuTitle, true)]
    static bool ValidateCreatePrefab()
    {
        return Selection.activeGameObject != null;
    }
}

原文:http://www.unifycommunity.com/wiki/index.php?title=CreatePrefabFromSelected

Unity网格资源导出为*.Obj格式模型脚本

这个脚本可以导出Unity的网格资源为模型文件,是利用bjExporter.MeshToString()创建一个文本字符串构成的Obj文件.或者用ObjExporter.MeshToFile()直接保存为一个文件.

将下面2个脚本保存再Editor文件夹中,然后选择一个网格对象,在Custom菜单中根据需要选择导出为Obj文件.文件将被保存在项目目录的ExportedObj文件夹中.

文件名: ObjExporter.cs


using UnityEngine;
using System.Collections;
using System.IO;
using System.Text;

public class ObjExporter {

    public static string MeshToString(MeshFilter mf) {
        Mesh m = mf.mesh;
        Material[] mats = mf.renderer.sharedMaterials;
        
        StringBuilder sb = new StringBuilder();
        
        sb.Append("g ").Append(mf.name).Append("
");
        foreach(Vector3 v in m.vertices) {
            sb.Append(string.Format("v {0} {1} {2}
",v.x,v.y,v.z));
        }
        sb.Append("
");
        foreach(Vector3 v in m.normals) {
            sb.Append(string.Format("vn {0} {1} {2}
",v.x,v.y,v.z));
        }
        sb.Append("
");
        foreach(Vector3 v in m.uv) {
            sb.Append(string.Format("vt {0} {1}
",v.x,v.y));
        }
        for (int material=0; material < m.subMeshCount; material ++) {
            sb.Append("
");
            sb.Append("usemtl ").Append(mats[material].name).Append("
");
            sb.Append("usemap ").Append(mats[material].name).Append("
");
                
            int[] triangles = m.GetTriangles(material);
            for (int i=0;i<triangles.Length;i+=3) {
                sb.Append(string.Format("f {0}/{0}/{0} {1}/{1}/{1} {2}/{2}/{2}
",
                    triangles[i]+1, triangles[i+1]+1, triangles[i+2]+1));
            }
        }
        return sb.ToString();
    }
    
    public static void MeshToFile(MeshFilter mf, string filename) {
        using (StreamWriter sw = new StreamWriter(filename))
        {
            sw.Write(MeshToString(mf));
        }
    }
}

文件名: EditorObjExporter.cs
/*
Based on ObjExporter.cs, this "wrapper" lets you export to .OBJ directly from the editor menu.

This should be put in your "Editor"-folder. Use by selecting the objects you want to export, and select
the appropriate menu item from "Custom->Export". Exported models are put in a folder called
"ExportedObj" in the root of your Unity-project. Textures should also be copied and placed in the
same folder. */

using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System;

struct ObjMaterial
{
    public string name;
    public string textureName;
}

public class EditorObjExporter : ScriptableObject
{
    private static int vertexOffset = 0;
    private static int normalOffset = 0;
    private static int uvOffset = 0;
    
    
    //User should probably be able to change this. It is currently left as an excercise for
    //the reader.
    private static string targetFolder = "ExportedObj";
    

    private static string MeshToString(MeshFilter mf, Dictionary<string, ObjMaterial> materialList)
    {
        Mesh m = mf.sharedMesh;
        Material[] mats = mf.renderer.sharedMaterials;
        
        StringBuilder sb = new StringBuilder();
        
        sb.Append("g ").Append(mf.name).Append("
");
        foreach(Vector3 lv in m.vertices)
        {
            Vector3 wv = mf.transform.TransformPoint(lv);
        
            //This is sort of ugly - inverting x-component since we're in
            //a different coordinate system than "everyone" is "used to".
            sb.Append(string.Format("v {0} {1} {2}
",-wv.x,wv.y,wv.z));
        }
        sb.Append("
");
        
        foreach(Vector3 lv in m.normals)
        {
            Vector3 wv = mf.transform.TransformDirection(lv);
        
            sb.Append(string.Format("vn {0} {1} {2}
",-wv.x,wv.y,wv.z));
        }
        sb.Append("
");
        
        foreach(Vector3 v in m.uv)
        {
            sb.Append(string.Format("vt {0} {1}
",v.x,v.y));
        }
        
        for (int material=0; material < m.subMeshCount; material ++) {
            sb.Append("
");
            sb.Append("usemtl ").Append(mats[material].name).Append("
");
            sb.Append("usemap ").Append(mats[material].name).Append("
");
                
            //See if this material is already in the materiallist.
            try
         {
              ObjMaterial objMaterial = new ObjMaterial();
              
              objMaterial.name = mats[material].name;
              
              if (mats[material].mainTexture)
                objMaterial.textureName = EditorUtility.GetAssetPath(mats[material].mainTexture);
              else
                objMaterial.textureName = null;
              
              materialList.Add(objMaterial.name, objMaterial);
            }
            catch (ArgumentException)
            {
                //Already in the dictionary
            }

                
            int[] triangles = m.GetTriangles(material);
            for (int i=0;i<triangles.Length;i+=3)
            {
                //Because we inverted the x-component, we also needed to alter the triangle winding.
                sb.Append(string.Format("f {1}/{1}/{1} {0}/{0}/{0} {2}/{2}/{2}
",
                    triangles[i]+1 + vertexOffset, triangles[i+1]+1 + normalOffset, triangles[i+2]+1 + uvOffset));
            }
        }
        
        vertexOffset += m.vertices.Length;
        normalOffset += m.normals.Length;
        uvOffset += m.uv.Length;
        
        return sb.ToString();
    }
    
    private static void Clear()
    {
        vertexOffset = 0;
        normalOffset = 0;
        uvOffset = 0;
    }
    
    private static Dictionary<string, ObjMaterial> PrepareFileWrite()
    {
     Clear();
        
        return new Dictionary<string, ObjMaterial>();
    }
    
    private static void MaterialsToFile(Dictionary<string, ObjMaterial> materialList, string folder, string filename)
    {
     using (StreamWriter sw = new StreamWriter(folder + "/" + filename + ".mtl"))
        {
            foreach( KeyValuePair<string, ObjMaterial> kvp in materialList )
            {
                sw.Write("
");
                sw.Write("newmtl {0}
", kvp.Key);
                sw.Write("Ka  0.6 0.6 0.6
");
                sw.Write("Kd  0.6 0.6 0.6
");
                sw.Write("Ks  0.9 0.9 0.9
");
                sw.Write("d  1.0
");
                sw.Write("Ns  0.0
");
                sw.Write("illum 2
");
                
                if (kvp.Value.textureName != null)
                {
                    string destinationFile = kvp.Value.textureName;
                
                
                    int stripIndex = destinationFile.LastIndexOf('/');//FIXME: Should be Path.PathSeparator;
        
           if (stripIndex >= 0)
                        destinationFile = destinationFile.Substring(stripIndex + 1).Trim();
                    
                    
                    string relativeFile = destinationFile;
                    
                    destinationFile = folder + "/" + destinationFile;
                
                    Debug.Log("Copying texture from " + kvp.Value.textureName + " to " + destinationFile);
                
                    try
                    {
                        //Copy the source file
                        File.Copy(kvp.Value.textureName, destinationFile);
                    }
                    catch
                    {
                    
                    }  
                
                
                    sw.Write("map_Kd {0}", relativeFile);
                }
                    
                sw.Write("

");
            }
        }
    }
    
    private static void MeshToFile(MeshFilter mf, string folder, string filename)
    {
        Dictionary<string, ObjMaterial> materialList = PrepareFileWrite();
    
        using (StreamWriter sw = new StreamWriter(folder +"/" + filename + ".obj"))
        {
            sw.Write("mtllib ./" + filename + ".mtl
");
        
            sw.Write(MeshToString(mf, materialList));
        }
        
        MaterialsToFile(materialList, folder, filename);
    }
    
    private static void MeshesToFile(MeshFilter[] mf, string folder, string filename)
    {
        Dictionary<string, ObjMaterial> materialList = PrepareFileWrite();
    
        using (StreamWriter sw = new StreamWriter(folder +"/" + filename + ".obj"))
        {
            sw.Write("mtllib ./" + filename + ".mtl
");
        
            for (int i = 0; i < mf.Length; i++)
            {
                sw.Write(MeshToString(mf[i], materialList));
            }
        }
        
        MaterialsToFile(materialList, folder, filename);
    }
    
    private static bool CreateTargetFolder()
    {
        try
        {
            System.IO.Directory.CreateDirectory(targetFolder);
        }
        catch
        {
            EditorUtility.DisplayDialog("Error!", "Failed to create target folder!", "");
            return false;
        }
        
        return true;
    }
    
    [MenuItem ("Custom/Export/Export all MeshFilters in selection to separate OBJs")]
    static void ExportSelectionToSeparate()
    {
        if (!CreateTargetFolder())
            return;
    
        Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab);
        
        if (selection.Length == 0)
        {
            EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", "");
            return;
        }
        
        int exportedObjects = 0;
        
        for (int i = 0; i < selection.Length; i++)
        {
         Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter));
        
         for (int m = 0; m < meshfilter.Length; m++)
         {
          exportedObjects++;
          MeshToFile((MeshFilter)meshfilter[m], targetFolder, selection[i].name + "_" + i + "_" + m);
         }
        }
        
        if (exportedObjects > 0)
         EditorUtility.DisplayDialog("Objects exported", "Exported " + exportedObjects + " objects", "");
        else
         EditorUtility.DisplayDialog("Objects not exported", "Make sure at least some of your selected objects have mesh filters!", "");
    }
    
    [MenuItem ("Custom/Export/Export whole selection to single OBJ")]
    static void ExportWholeSelectionToSingle()
    {
        if (!CreateTargetFolder())
            return;
            
            
        Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab);
        
        if (selection.Length == 0)
        {
            EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", "");
            return;
        }
        
        int exportedObjects = 0;
        
        ArrayList mfList = new ArrayList();
        
        for (int i = 0; i < selection.Length; i++)
        {
         Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter));
        
         for (int m = 0; m < meshfilter.Length; m++)
         {
          exportedObjects++;
          mfList.Add(meshfilter[m]);
         }
        }
        
        if (exportedObjects > 0)
        {
         MeshFilter[] mf = new MeshFilter[mfList.Count];
        
         for (int i = 0; i < mfList.Count; i++)
         {
          mf[i] = (MeshFilter)mfList[i];
         }
        
         string filename = EditorApplication.currentScene + "_" + exportedObjects;
        
         int stripIndex = filename.LastIndexOf('/');//FIXME: Should be Path.PathSeparator
        
         if (stripIndex >= 0)
                filename = filename.Substring(stripIndex + 1).Trim();
        
         MeshesToFile(mf, targetFolder, filename);
        
        
         EditorUtility.DisplayDialog("Objects exported", "Exported " + exportedObjects + " objects to " + filename, "");
        }
        else
         EditorUtility.DisplayDialog("Objects not exported", "Make sure at least some of your selected objects have mesh filters!", "");
    }
    
    
    
    [MenuItem ("Custom/Export/Export each selected to single OBJ")]
    static void ExportEachSelectionToSingle()
    {
        if (!CreateTargetFolder())
            return;
    
        Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab);
        
        if (selection.Length == 0)
        {
            EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", "");
            return;
        }
        
        int exportedObjects = 0;
        
        
        for (int i = 0; i < selection.Length; i++)
        {
         Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter));
        
         MeshFilter[] mf = new MeshFilter[meshfilter.Length];
        
         for (int m = 0; m < meshfilter.Length; m++)
         {
          exportedObjects++;
          mf[m] = (MeshFilter)meshfilter[m];
         }
        
         MeshesToFile(mf, targetFolder, selection[i].name + "_" + i);
        }
        
        if (exportedObjects > 0)
        {
         EditorUtility.DisplayDialog("Objects exported", "Exported " + exportedObjects + " objects", "");
        }
        else
         EditorUtility.DisplayDialog("Objects not exported", "Make sure at least some of your selected objects have mesh filters!", "");
    }
    
}

原文:http://www.unifycommunity.com/wiki/index.php?title=ObjExporter