【Unity】代码动态Apply Prefab

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

[CustomEditor(typeof(MaterialScriptTest))]
public class MaterialInspectorEditor : Editor {

	public override void OnInspectorGUI() 
	{
		DrawDefaultInspector();

		MaterialScriptTest myScript = (MaterialScriptTest)target;
		if (GUILayout.Button ("Apply")) 
		{
			PrefabType pType = PrefabUtility.GetPrefabType(myScript.gameObject);
			Object obj = PrefabUtility.GetPrefabObject (myScript.gameObject);
			if (pType != PrefabType.PrefabInstance) 
			{
				return;	
			}
			//获取预制件根结点
			GameObject prefabInstance = GetPrefabInstanceParent(myScript.gameObject, obj);
			if (prefabInstance != null) 
			{
				//获取到预制件Asset
				Object prefabAsset = PrefabUtility.GetPrefabParent (prefabInstance);
				if (prefabAsset != null) 
				{
					//TODO: 除脏数据(恢复Material为真正的Material)
					myScript.Clear();
					//使用Instance更新预制件asset
					PrefabUtility.ReplacePrefab (prefabInstance, prefabAsset, ReplacePrefabOptions.ConnectToPrefab); 
				}
			}
			AssetDatabase.SaveAssets ();
		}
	}

	GameObject GetPrefabInstanceParent(GameObject obj, Object prefabObj)
	{
		Transform parent;
		while (true) 
		{
			parent = obj.transform.parent;
			if (parent == null || !PrefabUtility.GetPrefabObject (parent.gameObject).Equals (prefabObj))
				return obj;			
			obj = parent.gameObject;
		}
	}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[ExecuteInEditMode]
public class MaterialScriptTest : MonoBehaviour {

	[Range(1,100)]
	public int intParm = 1;
	private Material mat;
	// Use this for initialization
	void Start () {
		mat = GetComponent<SpriteRenderer>().sharedMaterial;	
		GetComponent<SpriteRenderer>().material = mat;
	}
	
	// Update is called once per frame
	void Update () {		
		mat.SetInt ("_IntParm", intParm);
	}		

	void OnDestroy(){
		Debug.Log ("Destroy()");
		mat = null;
	}

	public void Clear(){
		
	}
}

 

d

修改Sprite2之后点击Apply会调用Editor的代码,进行对SpriteRoot预制件进行Apply(废话很少对吧)

d d 

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