Unity批处理修改prefab内容并保存

EditorUtility.DisplayProgressBar("Modify Prefab", "Please wait...", 0);

string[] ids = AssetDatabase.FindAssets("t:Prefab", new string[] { "Assets/Resources/Prefabs"});
for (int i = 0; i < ids.Length; i++) {

    string path = AssetDatabase.GUIDToAssetPath(ids[i]);
    GameObject prefab = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)) as GameObject;
    GameObject instance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;

    // change instance
    Transform[] trans = instance.GetComponentsInChildren<Transform>();
    int layer = LayerMask.NameToLayer("Player");
    for (int j = 0; j < trans.Length; j++) {
        trans[j].gameObject.layer = layer;
    }

    // other change instance ... ...

    // save
    PrefabUtility.ReplacePrefab(instance, prefab, ReplacePrefabOptions.ConnectToPrefab);

    DestroyImmediate(instance);

    EditorUtility.DisplayProgressBar("Modify Prefab", "Please wait...", i/(float)ids.Length);
}

AssetDatabase.SaveAssets();

EditorUtility.ClearProgressBar();

参考链接

posted @   opencoder  阅读(50)  评论(0编辑  收藏  举报
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