using UnityEditor;
using UnityEngine;
/// <summary>
/// 自动添加tag和layer
/// </summary>
public class PackageAutoInputTagEditor : AssetPostprocessor
{
private static string[] _tagArr = { };
private static string[] _layerArr = { "Layer1", "Layer2" };
private static string[] _sortArr = { "sort1", "sort1" };
static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets,
string[] movedFromAssetPaths)
{
foreach (string s in importedAssets)
{
if (s.Equals("Assets/Scripts/Editor/PackageAutoInputTagEditor.cs"))
{
Debug.Log("导入项目tag,layer,sortlayer");
foreach (var tag in _tagArr)
{
AddTag(tag);
}
foreach (var layer in _layerArr)
{
AddLayer(layer);
}
foreach (var sortlayer in _sortArr)
{
AddSortingLayer(sortlayer);
}
return;
}
}
}
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")
{
it.InsertArrayElementAtIndex(it.arraySize);
SerializedProperty dataPoint = it.GetArrayElementAtIndex(it.arraySize - 1);
dataPoint.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 = 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;
}
}
}
}
}
}
static void AddSortingLayer(string sortingLayer)
{
if (!isHasSortingLayer(sortingLayer))
{
SerializedObject tagManager =
new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]);
SerializedProperty it = tagManager.GetIterator();
while (it.NextVisible(true))
{
if (it.name == "m_SortingLayers")
{
it.InsertArrayElementAtIndex(it.arraySize);
SerializedProperty dataPoint = it.GetArrayElementAtIndex(it.arraySize - 1);
while (dataPoint.NextVisible(true))
{
if (dataPoint.name == "name")
{
dataPoint.stringValue = sortingLayer;
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;
}
static bool isHasSortingLayer(string sortingLayer)
{
SerializedObject tagManager =
new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]);
SerializedProperty it = tagManager.GetIterator();
while (it.NextVisible(true))
{
if (it.name == "m_SortingLayers")
{
for (int i = 0; i < it.arraySize; i++)
{
SerializedProperty dataPoint = it.GetArrayElementAtIndex(i);
while (dataPoint.NextVisible(true))
{
if (dataPoint.name == "name")
{
if (dataPoint.stringValue == sortingLayer) return true;
}
}
}
}
}
return false;
}
}
Unity自动添加添加tag,layer
最新推荐文章于 2024-09-01 20:52:36 发布