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 ? ? ? ? 一直忙于工作就很久没发博客了,从这周期打算一周一更,先从简单的实用的一些编辑器扩展用起.  
????????这篇文章记录一下一个修改prefab的简单方法,只做一下Api的简单列举,用此方法可以单独或批量进行prefab内容修改  
    using System;
    using UnityEditor;
    using UnityEngine;
    namespace FrameWork.Editor.Scripts.TestScripts
    {
        public class TestEditorWindow : EditorWindow
        {
            [MenuItem("Test/TestWindow")]
            private static void ShowWindow()
            {
                var window = GetWindow<TestEditorWindow>();
                window.titleContent = new GUIContent("TITLE");
                window.Show();
            }
            private void OnGUI()
            {
                if (GUILayout.Button("读取prefab并修改"))
                {
                    LoadPrefabAndDoSomething("Assets/TestFolder/Cube.prefab", ChangeBoxCollider);
                }
            }
            
            /// <summary>
            /// 通过路径加载预制体,并对预制体进行修改操作保存
            /// </summary>
            /// <param name="prefabPath">预制体路径</param>
            /// <param name="doMethod">可变化的修改方法</param>
            private void LoadPrefabAndDoSomething(string prefabPath,Func<GameObject,bool> doMethod)
            {
                GameObject targetObj =  AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
                bool isChange = doMethod(targetObj);
                if (isChange)
                {
                    EditorUtility.SetDirty(targetObj);
                    AssetDatabase.SaveAssets();
                    AssetDatabase.Refresh();
                }
            }
            
            
            private bool ChangeBoxCollider(GameObject targetObj)
            {
                BoxCollider boxCollider =  targetObj.GetComponent<BoxCollider>();
                bool isEdit = false;
                if (!boxCollider.isTrigger)
                {
                    boxCollider.isTrigger = true;
                    isEdit = true;
                }
                return isEdit;
            }
        }
    }  
脚本内容为简单的创建一个编辑窗口,提供打开窗口进行编辑,可以进行各种拓展 
                
        
    
 
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