587 lines
21 KiB
C#
587 lines
21 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEditor;
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using Object = UnityEngine.Object;
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namespace MindPowerSdk.EditorWindow
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{
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/// <summary>
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/// Unity对象替换工具
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/// 用于搜索并替换场景中包含指定名称的游戏对象
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/// </summary>
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public class ObjectReplacerWindow : UnityEditor.EditorWindow
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{
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[Serializable]
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public class ReplacementConfig
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{
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[Header("搜索设置")]
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public string searchName = "";
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public bool useExactMatch = false;
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[Header("替换设置")]
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public GameObject replacementPrefab;
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[Header("保留选项")]
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public bool preservePosition = true;
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public bool preserveRotation = true;
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public bool preserveScale = true;
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public bool preserveComponents = false;
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[Header("组件过滤")]
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public List<string> componentsToPreserve = new List<string>();
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}
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#region 私有字段
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private ReplacementConfig config = new ReplacementConfig();
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private Vector2 scrollPosition;
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private List<GameObject> foundObjects = new List<GameObject>();
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private bool showFoundObjects = false;
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private bool showComponentOptions = false;
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// 配置管理
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private string configName = "新配置";
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private List<ReplacementConfig> savedConfigs = new List<ReplacementConfig>();
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private int selectedConfigIndex = 0;
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private string[] configNames = new string[0];
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#endregion
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#region Unity生命周期
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[MenuItem("MindPowerSdk/工具/对象替换器")]
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public static void ShowWindow()
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{
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var window = GetWindow<ObjectReplacerWindow>("对象替换工具");
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window.minSize = new Vector2(420, 600);
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window.Show();
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}
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private void OnEnable()
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{
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LoadConfigs();
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UpdateConfigNames();
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}
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private void OnDisable()
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{
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SaveConfigs();
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}
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#endregion
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#region GUI绘制
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private void OnGUI()
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{
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EditorGUILayout.BeginVertical();
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scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
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DrawHeader();
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DrawSearchSection();
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DrawReplacementSection();
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DrawOptionsSection();
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DrawActionSection();
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DrawResultsSection();
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DrawConfigSection();
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EditorGUILayout.EndScrollView();
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EditorGUILayout.EndVertical();
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}
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private void DrawHeader()
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{
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EditorGUILayout.Space(5);
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var headerStyle = new GUIStyle(EditorStyles.largeLabel)
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{
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fontSize = 18,
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fontStyle = FontStyle.Bold,
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alignment = TextAnchor.MiddleCenter
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};
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EditorGUILayout.LabelField("🔄 Unity对象替换工具", headerStyle);
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EditorGUILayout.LabelField("快速替换场景中的游戏对象", EditorStyles.centeredGreyMiniLabel);
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EditorGUILayout.Space(10);
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}
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private void DrawSearchSection()
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{
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EditorGUILayout.LabelField("🔍 搜索设置", EditorStyles.boldLabel);
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EditorGUILayout.BeginVertical("box");
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config.searchName = EditorGUILayout.TextField("搜索名称", config.searchName);
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config.useExactMatch = EditorGUILayout.Toggle("精确匹配", config.useExactMatch);
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button("🔍 搜索对象"))
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{
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SearchObjects();
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}
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if (GUILayout.Button("🧹 清空结果"))
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{
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ClearResults();
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}
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.EndVertical();
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EditorGUILayout.Space(5);
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}
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private void DrawReplacementSection()
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{
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EditorGUILayout.LabelField("🎯 替换设置", EditorStyles.boldLabel);
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EditorGUILayout.BeginVertical("box");
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config.replacementPrefab = (GameObject)EditorGUILayout.ObjectField(
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"替换预制体", config.replacementPrefab, typeof(GameObject), false);
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if (config.replacementPrefab == null)
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{
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EditorGUILayout.HelpBox("请选择用于替换的预制体或模型", MessageType.Warning);
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}
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EditorGUILayout.EndVertical();
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EditorGUILayout.Space(5);
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}
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private void DrawOptionsSection()
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{
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EditorGUILayout.LabelField("⚙️ 保留选项", EditorStyles.boldLabel);
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EditorGUILayout.BeginVertical("box");
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config.preservePosition = EditorGUILayout.Toggle("保留位置", config.preservePosition);
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config.preserveRotation = EditorGUILayout.Toggle("保留旋转", config.preserveRotation);
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config.preserveScale = EditorGUILayout.Toggle("保留缩放", config.preserveScale);
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config.preserveComponents = EditorGUILayout.Toggle("保留组件", config.preserveComponents);
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if (config.preserveComponents)
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{
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EditorGUILayout.Space(3);
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showComponentOptions = EditorGUILayout.Foldout(showComponentOptions, "组件类型过滤");
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if (showComponentOptions)
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{
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DrawComponentOptions();
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}
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}
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EditorGUILayout.EndVertical();
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EditorGUILayout.Space(5);
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}
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private void DrawComponentOptions()
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{
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EditorGUILayout.BeginVertical("helpbox");
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EditorGUILayout.LabelField("要保留的组件类型名称 (为空时保留所有组件):", EditorStyles.miniLabel);
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for (int i = 0; i < config.componentsToPreserve.Count; i++)
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{
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EditorGUILayout.BeginHorizontal();
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config.componentsToPreserve[i] = EditorGUILayout.TextField(config.componentsToPreserve[i]);
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if (GUILayout.Button("✖", GUILayout.Width(25)))
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{
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config.componentsToPreserve.RemoveAt(i);
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i--;
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}
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EditorGUILayout.EndHorizontal();
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}
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if (GUILayout.Button("➕ 添加组件类型"))
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{
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config.componentsToPreserve.Add("");
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}
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EditorGUILayout.EndVertical();
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}
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private void DrawActionSection()
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{
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EditorGUILayout.LabelField("🚀 执行操作", EditorStyles.boldLabel);
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EditorGUILayout.BeginVertical("box");
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bool canReplace = foundObjects.Count > 0 && config.replacementPrefab != null;
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EditorGUI.BeginDisabledGroup(!canReplace);
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var buttonStyle = new GUIStyle(GUI.skin.button) { fixedHeight = 35 };
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if (GUILayout.Button($"🔄 替换 {foundObjects.Count} 个对象", buttonStyle))
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{
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if (ShowReplaceConfirmation())
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{
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ReplaceObjects();
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}
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}
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EditorGUI.EndDisabledGroup();
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if (!canReplace)
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{
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string message = foundObjects.Count == 0 ? "请先搜索要替换的对象" : "请选择替换用的预制体";
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EditorGUILayout.HelpBox(message, MessageType.Info);
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}
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EditorGUILayout.EndVertical();
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EditorGUILayout.Space(5);
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}
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private void DrawResultsSection()
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{
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if (foundObjects.Count > 0)
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{
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showFoundObjects = EditorGUILayout.Foldout(showFoundObjects,
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$"📋 搜索结果 ({foundObjects.Count} 个对象)");
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if (showFoundObjects)
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{
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EditorGUILayout.BeginVertical("box");
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int displayCount = Mathf.Min(foundObjects.Count, 15);
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for (int i = 0; i < displayCount; i++)
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{
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var obj = foundObjects[i];
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if (obj == null) continue;
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.ObjectField(obj, typeof(GameObject), true);
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if (GUILayout.Button("定位", GUILayout.Width(40)))
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{
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Selection.activeGameObject = obj;
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EditorGUIUtility.PingObject(obj);
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}
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EditorGUILayout.EndHorizontal();
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}
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if (foundObjects.Count > displayCount)
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{
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EditorGUILayout.HelpBox($"显示前 {displayCount} 个对象,总共 {foundObjects.Count} 个",
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MessageType.Info);
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}
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EditorGUILayout.EndVertical();
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}
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EditorGUILayout.Space(5);
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}
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}
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private void DrawConfigSection()
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{
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EditorGUILayout.LabelField("💾 配置管理", EditorStyles.boldLabel);
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EditorGUILayout.BeginVertical("box");
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// 保存配置
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EditorGUILayout.BeginHorizontal();
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configName = EditorGUILayout.TextField("配置名称", configName);
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if (GUILayout.Button("保存", GUILayout.Width(50)))
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{
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SaveCurrentConfig();
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}
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EditorGUILayout.EndHorizontal();
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// 加载配置
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if (savedConfigs.Count > 0)
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{
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EditorGUILayout.BeginHorizontal();
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selectedConfigIndex = EditorGUILayout.Popup("已保存配置", selectedConfigIndex, configNames);
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if (GUILayout.Button("加载", GUILayout.Width(50)))
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{
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LoadConfig(selectedConfigIndex);
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}
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if (GUILayout.Button("删除", GUILayout.Width(50)))
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{
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DeleteConfig(selectedConfigIndex);
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}
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EditorGUILayout.EndHorizontal();
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}
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EditorGUILayout.EndVertical();
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}
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#endregion
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#region 核心功能
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private void SearchObjects()
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{
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foundObjects.Clear();
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if (string.IsNullOrEmpty(config.searchName.Trim()))
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{
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EditorUtility.DisplayDialog("输入错误", "请输入要搜索的对象名称!", "确定");
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return;
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}
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var allObjects = FindObjectsOfType<GameObject>();
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string searchTerm = config.searchName.Trim();
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foreach (var obj in allObjects)
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{
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bool isMatch = config.useExactMatch
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? obj.name.Equals(searchTerm, StringComparison.OrdinalIgnoreCase)
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: obj.name.IndexOf(searchTerm, StringComparison.OrdinalIgnoreCase) >= 0;
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if (isMatch)
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{
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foundObjects.Add(obj);
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}
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}
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showFoundObjects = foundObjects.Count > 0;
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Debug.Log($"搜索完成: 找到 {foundObjects.Count} 个匹配的对象");
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if (foundObjects.Count == 0)
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{
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EditorUtility.DisplayDialog("搜索结果", "未找到匹配的对象", "确定");
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}
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}
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private void ClearResults()
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{
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foundObjects.Clear();
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showFoundObjects = false;
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Debug.Log("已清空搜索结果");
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}
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private bool ShowReplaceConfirmation()
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{
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return EditorUtility.DisplayDialog("确认替换",
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$"确定要替换 {foundObjects.Count} 个对象吗?\n\n⚠️ 此操作支持撤销(Ctrl+Z)",
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"确认替换", "取消");
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}
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private void ReplaceObjects()
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{
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if (config.replacementPrefab == null || foundObjects.Count == 0) return;
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Undo.SetCurrentGroupName("批量替换对象");
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int undoGroup = Undo.GetCurrentGroup();
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int successCount = 0;
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var objectsToReplace = foundObjects.ToArray(); // 复制数组避免迭代中修改
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foreach (var originalObj in objectsToReplace)
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{
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if (originalObj == null) continue;
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try
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{
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if (ReplaceObject(originalObj))
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{
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successCount++;
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}
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}
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catch (Exception e)
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{
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Debug.LogError($"替换对象 '{originalObj.name}' 时出错: {e.Message}");
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}
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}
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Undo.CollapseUndoOperations(undoGroup);
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Debug.Log($"替换完成: 成功替换 {successCount}/{foundObjects.Count} 个对象");
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ClearResults();
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EditorUtility.DisplayDialog("替换完成",
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$"成功替换 {successCount} 个对象\n\n💡 可使用 Ctrl+Z 撤销操作", "确定");
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}
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private bool ReplaceObject(GameObject original)
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{
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// 记录原始变换信息
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Transform originalTransform = original.transform;
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Vector3 position = originalTransform.position;
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Quaternion rotation = originalTransform.rotation;
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Vector3 scale = originalTransform.localScale;
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Transform parent = originalTransform.parent;
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int siblingIndex = originalTransform.GetSiblingIndex();
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// 获取要保留的组件
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Component[] componentsToKeep = null;
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if (config.preserveComponents)
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{
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componentsToKeep = GetComponentsToPreserve(original);
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}
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// 创建新对象
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GameObject newObj = PrefabUtility.InstantiatePrefab(config.replacementPrefab) as GameObject;
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if (newObj == null)
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{
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newObj = Instantiate(config.replacementPrefab);
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}
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// 注册撤销操作
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Undo.RegisterCreatedObjectUndo(newObj, "创建替换对象");
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// 设置层级和位置
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newObj.transform.SetParent(parent);
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newObj.transform.SetSiblingIndex(siblingIndex);
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// 应用变换
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if (config.preservePosition) newObj.transform.position = position;
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if (config.preserveRotation) newObj.transform.rotation = rotation;
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if (config.preserveScale) newObj.transform.localScale = scale;
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// 复制组件
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if (config.preserveComponents && componentsToKeep != null)
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{
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CopyComponents(componentsToKeep, newObj);
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}
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// 删除原对象
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Undo.DestroyObjectImmediate(original);
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return true;
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}
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private Component[] GetComponentsToPreserve(GameObject obj)
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{
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var allComponents = obj.GetComponents<Component>();
|
|||
|
|
|||
|
if (config.componentsToPreserve.Count == 0)
|
|||
|
{
|
|||
|
// 保留所有组件 (除了Transform)
|
|||
|
return allComponents.Where(c => c != null && !(c is Transform)).ToArray();
|
|||
|
}
|
|||
|
|
|||
|
// 只保留指定类型的组件
|
|||
|
var components = new List<Component>();
|
|||
|
foreach (var component in allComponents)
|
|||
|
{
|
|||
|
if (component == null || component is Transform) continue;
|
|||
|
|
|||
|
string componentTypeName = component.GetType().Name;
|
|||
|
bool shouldPreserve = config.componentsToPreserve.Any(typeName =>
|
|||
|
!string.IsNullOrEmpty(typeName) &&
|
|||
|
componentTypeName.IndexOf(typeName.Trim(), StringComparison.OrdinalIgnoreCase) >= 0);
|
|||
|
|
|||
|
if (shouldPreserve)
|
|||
|
{
|
|||
|
components.Add(component);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return components.ToArray();
|
|||
|
}
|
|||
|
|
|||
|
private void CopyComponents(Component[] components, GameObject target)
|
|||
|
{
|
|||
|
foreach (var component in components)
|
|||
|
{
|
|||
|
if (component == null) continue;
|
|||
|
|
|||
|
try
|
|||
|
{
|
|||
|
UnityEditorInternal.ComponentUtility.CopyComponent(component);
|
|||
|
UnityEditorInternal.ComponentUtility.PasteComponentAsNew(target);
|
|||
|
}
|
|||
|
catch (Exception e)
|
|||
|
{
|
|||
|
Debug.LogWarning($"复制组件 {component.GetType().Name} 失败: {e.Message}");
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
#endregion
|
|||
|
|
|||
|
#region 配置管理
|
|||
|
private void SaveCurrentConfig()
|
|||
|
{
|
|||
|
if (string.IsNullOrEmpty(configName.Trim()))
|
|||
|
{
|
|||
|
EditorUtility.DisplayDialog("保存失败", "请输入配置名称!", "确定");
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
var newConfig = JsonUtility.FromJson<ReplacementConfig>(JsonUtility.ToJson(config));
|
|||
|
|
|||
|
// 检查是否已存在
|
|||
|
int existingIndex = savedConfigs.FindIndex(c => c.searchName == configName);
|
|||
|
if (existingIndex >= 0)
|
|||
|
{
|
|||
|
if (EditorUtility.DisplayDialog("配置已存在", "是否覆盖现有配置?", "覆盖", "取消"))
|
|||
|
{
|
|||
|
savedConfigs[existingIndex] = newConfig;
|
|||
|
savedConfigs[existingIndex].searchName = configName;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
newConfig.searchName = configName;
|
|||
|
savedConfigs.Add(newConfig);
|
|||
|
}
|
|||
|
|
|||
|
SaveConfigs();
|
|||
|
UpdateConfigNames();
|
|||
|
Debug.Log($"配置 '{configName}' 已保存");
|
|||
|
}
|
|||
|
|
|||
|
private void LoadConfig(int index)
|
|||
|
{
|
|||
|
if (index >= 0 && index < savedConfigs.Count)
|
|||
|
{
|
|||
|
var configToLoad = savedConfigs[index];
|
|||
|
config = JsonUtility.FromJson<ReplacementConfig>(JsonUtility.ToJson(configToLoad));
|
|||
|
configName = configToLoad.searchName;
|
|||
|
Debug.Log($"配置 '{configToLoad.searchName}' 已加载");
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private void DeleteConfig(int index)
|
|||
|
{
|
|||
|
if (index >= 0 && index < savedConfigs.Count)
|
|||
|
{
|
|||
|
string configToDelete = savedConfigs[index].searchName;
|
|||
|
if (EditorUtility.DisplayDialog("确认删除", $"确定要删除配置 '{configToDelete}' 吗?", "删除", "取消"))
|
|||
|
{
|
|||
|
savedConfigs.RemoveAt(index);
|
|||
|
selectedConfigIndex = Mathf.Max(0, selectedConfigIndex - 1);
|
|||
|
SaveConfigs();
|
|||
|
UpdateConfigNames();
|
|||
|
Debug.Log($"配置 '{configToDelete}' 已删除");
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private void UpdateConfigNames()
|
|||
|
{
|
|||
|
configNames = savedConfigs.Select(c => c.searchName ?? "未命名").ToArray();
|
|||
|
selectedConfigIndex = Mathf.Clamp(selectedConfigIndex, 0, Mathf.Max(0, configNames.Length - 1));
|
|||
|
}
|
|||
|
|
|||
|
private void SaveConfigs()
|
|||
|
{
|
|||
|
try
|
|||
|
{
|
|||
|
string json = JsonUtility.ToJson(new ConfigList { configs = savedConfigs }, true);
|
|||
|
EditorPrefs.SetString("ObjectReplacer_SavedConfigs", json);
|
|||
|
}
|
|||
|
catch (Exception e)
|
|||
|
{
|
|||
|
Debug.LogError($"保存配置失败: {e.Message}");
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private void LoadConfigs()
|
|||
|
{
|
|||
|
try
|
|||
|
{
|
|||
|
string json = EditorPrefs.GetString("ObjectReplacer_SavedConfigs", "");
|
|||
|
if (!string.IsNullOrEmpty(json))
|
|||
|
{
|
|||
|
var configList = JsonUtility.FromJson<ConfigList>(json);
|
|||
|
savedConfigs = configList?.configs ?? new List<ReplacementConfig>();
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
savedConfigs = new List<ReplacementConfig>();
|
|||
|
}
|
|||
|
}
|
|||
|
catch (Exception e)
|
|||
|
{
|
|||
|
Debug.LogWarning($"加载配置失败: {e.Message}");
|
|||
|
savedConfigs = new List<ReplacementConfig>();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
[Serializable]
|
|||
|
private class ConfigList
|
|||
|
{
|
|||
|
public List<ReplacementConfig> configs;
|
|||
|
}
|
|||
|
#endregion
|
|||
|
}
|
|||
|
}
|