在导入别人的package包的时候,tag信息和layer信息导不进来。还得手动一个个添加,一个个设置。很是麻烦。
在网上看了一下别人写的添加layer层的文章,但是里面的代码已经不适合现在版本的unity了。像雨松MOMO
的Unity3D研究院之脚本自动添加tag和Layer。这给unity版本很早了。整合了一下各种版本,测试可以使用,代码如下:
场景中的物体的layer 需要用代码去设置。不然即使layer添加进去了,但是有可能出现匹配不正确。而Tag值则不会出现这个问题。
思考了一下,unity 在匹配Tag值得时候,是遍历TagList,找到对应的Tag设置。而unity在设置Layer层的时候,则是通过层级来设置的,即使你层级里面对应的名字不正确。 所以最好是通过代码设置物体的layer层级。
private static string[] _testLayerArr = { "LayerOne", "LayerTwo", "LayerThree" };
private static string[] _testTagArr = { "TagOne", "TagTwo", "TagThree" };
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
{
foreach (string s in importedAssets)
{
if (s.Equals("Assets/Test/LayerTest/ExportLayer.cs"))
{
foreach (string tag in _testTagArr)
{
AddTag(tag);
}
foreach (string layer in _testLayerArr)
{
AddLayer(layer);
}
return;
}
}
}
static bool IsHasLayer(string layer)
{
SerializedObject tagManager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/Tagmanager.asset"));
SerializedProperty it = tagManager.GetIterator();
while (it.NextVisible(true))
{
if (it.name == "layers")
{
for (int i = 0; i < it.arraySize; i++)
{
SerializedProperty sp = it.GetArrayElementAtIndex(i);
if (!string.IsNullOrEmpty(sp.stringValue))
{
if (sp.stringValue.Equals(layer))
{
sp.stringValue = string.Empty;
tagManager.ApplyModifiedProperties();
}
}
}
}
}
for (int i = 0; i < UnityEditorInternal.InternalEditorUtility.layers.Length; i++)
{
if (UnityEditorInternal.InternalEditorUtility.layers[i].Contains(layer))
return true;
}
return false;
}
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;
}
/// <summary>
/// 添加layer
/// </summary>
/// <param name="layer"></param>
private 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 = 0; i < it.arraySize; i++)
{
if (i == 3||i==6||i==7)
{
continue;
}
SerializedProperty dataPoint = it.GetArrayElementAtIndex(i);
if (string.IsNullOrEmpty(dataPoint.stringValue))
{
dataPoint.stringValue = layer;
tagManager.ApplyModifiedProperties();
return;
}
}
}
}
}
}
/// <summary>
/// 添加tag
/// </summary>
/// <param name="tag"></param>
private static void AddTag(string tag)
{
if (!IsHasTag(tag))
{
SerializedObject tagManager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]);
SerializedProperty it = tagManager.GetIterator();
while (it.NextVisible(true))
{
if (it.name == "tags")
{
for (int i = 0; i < it.arraySize; i++)
{
SerializedProperty dataPoint = it.GetArrayElementAtIndex(i);
if (string.IsNullOrEmpty(dataPoint.stringValue))
{
dataPoint.stringValue = tag;
tagManager.ApplyModifiedProperties();
return;
}
}
}
}
}
}