情景:
Unity在升级到2018.3版本后 新增了Prefab Mode系统,可以通过Open Prefab直接打开新的Scene对预设进行编辑。
NGUI的UI控件需要依附于UIRoot节点作为其顶级父节点,UIRoot主要是控制UI控件的变化和缩放。
问题:
Unity的Prefab Mode强制在对Prefab节点进行删除/移动时 需要在Prefab Mode系统中才能进行,因此若是在NGUI5.6升级Unity到2018.3 就会出现 在Scene场景中无法删、移预设,但是进入Prefab Mode会有导致NGUI控件报错的问题。
解决方法:
1,简单的解决方法是 每次进行预设编辑时 使用Unpack 进行预设的解引用,这样不需要进入Prefab Mode也可以进行预设的删、移,而缺点就是 每次修改之后需要进行预设的覆盖,带来操作成本,隐患则是进行Unpack会导致引用丢失,需要每次都重新拖引用,提高了操作失误率。
2,对NGUI 5.6 源码修改,在进入Prefab Mode时为其创建UIRoot,在寻找解决方案的时候发现了NGUI2018已经有相应的解决方法,这里将需要修改的代码整理出来:
1,实现配置环境
UIRect.cs
`protected virtual void Awake () { `
`#if UNITY_2018_3_OR_NEWER `
` NGUITools.CheckForPrefabStage (gameObject); `
`#endif `
` mStarted = false; `
` mGo = gameObject; `
` mTrans = transform; `
`} `
`static public void CheckForPrefabStage (GameObject gameObject) { `
`#if UNITY_EDITOR && UNITY_2018_3_OR_NEWER `
` var prefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetPrefabStage (gameObject); `
` if (prefabStage == null) `
` return; `
` var rootsInParents = gameObject.GetComponentsInParent<UIRoot> (true); `
` var panelsInParents = gameObject.GetComponentsInParent<UIPanel> (true); `
` bool missingRoot = rootsInParents.Length == 0; `
` bool missingPanel = panelsInParents.Length == 0; `
` if (!missingRoot && !missingPanel) `
` return; `
` // Since this function is called from Awake/OnEnable, utilities like PrefabStage.prefabContentsRoot `
` // or Scene.GetRootGameObjects () aren't available at this point `
` var instanceRoot = gameObject.transform; `
` while (instanceRoot.parent != null) `
` instanceRoot = instanceRoot.parent; `
` GameObject container = UnityEditor.EditorUtility.CreateGameObjectWithHideFlags ("UIRoot (Environment)", HideFlags.DontSave); `
` container.layer = instanceRoot.gameObject.layer; `
` if (missingRoot) `
` container.AddComponent<UIRoot> (); `
` if (missingPanel) `
` container.AddComponent<UIPanel> (); `
` UnityEngine.SceneManagement.SceneManager.MoveGameObjectToScene (container, prefabStage.scene); `
` instanceRoot.SetParent (container.transform, false); `
`#endif `
`} `
2,实现在预设场景能够正确保存NGUI预设
NGUITools.cs
`static public void SetDirty (UnityEngine.Object obj) `
`{ `
`#if UNITY_EDITOR `
` if (obj) `
` { `
` if (UnityEditor.AssetDatabase.Contains(obj)) `
` { `
` UnityEditor.EditorUtility.SetDirty(obj); `
` } `
` else if (!Application.isPlaying) `
` { `
` if (obj is Component) `
` { `
` var component = (Component)obj; `
` UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(component.gameObject.scene); `
` } `
` else if (obj is UnityEditor.EditorWindow || obj is ScriptableObject) `
` { `
` UnityEditor.EditorUtility.SetDirty(obj); `
` } `
` else `
` { `
` UnityEditor.EditorUtility.SetDirty(obj); `
` UnityEditor.SceneManagement.EditorSceneManager.MarkAllScenesDirty(); `
` } `
` } `
` } `
` //if (obj) `
` //{ `
` // //if (obj is Component) Debug.Log(NGUITools.GetHierarchy((obj as Component).gameObject), obj); `
` // //else if (obj is GameObject) Debug.Log(NGUITools.GetHierarchy(obj as GameObject), obj); `
` // //else Debug.Log("Hmm... " + obj.GetType(), obj); `
` // UnityEditor.EditorUtility.SetDirty(obj); `
` // } `
`#endif `
`} `
3,实现渲染
UIDrawCall
`static UIDrawCall Create (string name, UIPanel pan, Material mat, Texture tex, Shader shader) `
`{ `
` UIDrawCall dc = Create(name); `
` dc.gameObject.layer = pan.cachedGameObject.layer; `
` dc.baseMaterial = mat; `
` dc.mainTexture = tex; `
` dc.shader = shader; `
` dc.renderQueue = pan.startingRenderQueue; `
` dc.sortingOrder = pan.sortingOrder; `
` dc.manager = pan; `
`#if UNITY_EDITOR && UNITY_2018_3_OR_NEWER `
` // We need to perform this check here and not in Create (string) to get to manager reference `
` var prefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage (); `
` if (prefabStage != null && dc.manager != null) `
` { `
` // If prefab stage exists and new daw call `
` var stage = UnityEditor.SceneManagement.StageUtility.GetStageHandle (dc.manager.gameObject); `
` if (stage == prefabStage.stageHandle) `
` UnityEngine.SceneManagement.SceneManager.MoveGameObjectToScene (dc.gameObject, prefabStage.scene); `
`} `
`#endif `
` return dc; `
`} `
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