unity3d 未能找到类型或命名空间名称“UnityEditor”

wecizke3  于 2023-03-13  发布在  其他
关注(0)|答案(4)|浏览(475)

请帮我纠正这个问题。
资源/菜单.cs(97,73):警告CS 0618:UnityEditor.EditorUtility.GetAssetPath(UnityEngine.Object)' is obsolete:使用资产数据库.获取资产路径'
生成播放机时出错,因为脚本有编译器错误
资源/菜单.cs(2,7):错误CS 0246:未能找到类型或命名空间名称“UnityEditor”。是否缺少using指令或程序集引用?

using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System;
using System.Linq;

struct ObjMaterial
{
    public string name;
    public string textureName;
}

public class Menu : MonoBehaviour { 

    public int window; 

    void Start () { 
        window = 1;

    } 

    private static int vertexOffset = 0;
    private static int normalOffset = 0;
    private static int uvOffset = 0;

    //User should probably be able to change this. It is currently left as an excercise for
    //the reader.
    private static string targetFolder = "ExportedObj";

    private static string MeshToString(Component mf, Dictionary<string, ObjMaterial> materialList) 
    {


        Mesh m;
        Material[] mats;

        if(mf is MeshFilter)
        {
            m = (mf as MeshFilter).mesh;
            mats = mf.GetComponent<Renderer>().sharedMaterials;
        }
        else if(mf is SkinnedMeshRenderer)
        {
            m = (mf as SkinnedMeshRenderer).sharedMesh;
            mats = (mf as SkinnedMeshRenderer).sharedMaterials;
        }
        else
        {
            return "";
        }

        StringBuilder sb = new StringBuilder();

        sb.Append("g ").Append(mf.name).Append("\n");
        foreach(Vector3 lv in m.vertices) 
        {
            Vector3 wv = mf.transform.TransformPoint(lv);

            //This is sort of ugly - inverting x-component since we're in
            //a different coordinate system than "everyone" is "used to".
            sb.Append(string.Format("v {0} {1} {2}\n",-wv.x,wv.y,wv.z));
        }
        sb.Append("\n");

        foreach(Vector3 lv in m.normals) 
        {
            Vector3 wv = mf.transform.TransformDirection(lv);

            sb.Append(string.Format("vn {0} {1} {2}\n",-wv.x,wv.y,wv.z));
        }
        sb.Append("\n");

        foreach(Vector3 v in m.uv) 
        {
            sb.Append(string.Format("vt {0} {1}\n",v.x,v.y));
        }

        for (int material=0; material < m.subMeshCount; material ++) {
            sb.Append("\n");
            sb.Append("usemtl ").Append(mats[material].name).Append("\n");
            sb.Append("usemap ").Append(mats[material].name).Append("\n");

            //See if this material is already in the materiallist.
            try
            {
                ObjMaterial objMaterial = new ObjMaterial();

                objMaterial.name = mats[material].name;

                objMaterial.textureName = EditorUtility.GetAssetPath(mats[material].mainTexture);
                //else 
                    //objMaterial.textureName = null;

                materialList.Add(objMaterial.name, objMaterial);
            }
            catch (ArgumentException)
            {
                //Already in the dictionary
            }

            int[] triangles = m.GetTriangles(material);
            for (int i=0;i<triangles.Length;i+=3) 
            {
                //Because we inverted the x-component, we also needed to alter the triangle winding.
                sb.Append(string.Format("f {1}/{1}/{1} {0}/{0}/{0} {2}/{2}/{2}\n", 
                    triangles[i]+1 + vertexOffset, triangles[i+1]+1 + normalOffset, triangles[i+2]+1 + uvOffset));
            }
        }

        vertexOffset += m.vertices.Length;
        normalOffset += m.normals.Length;
        uvOffset += m.uv.Length;

        return sb.ToString();
    }

    private static void Clear()
    {
        vertexOffset = 0;
        normalOffset = 0;
        uvOffset = 0;
    }

    private static Dictionary<string, ObjMaterial> PrepareFileWrite()
    {
        Clear();

        return new Dictionary<string, ObjMaterial>();
    }

    private static void MaterialsToFile(Dictionary<string, ObjMaterial> materialList, string folder, string filename)
    {
        using (StreamWriter sw = new StreamWriter(folder + "/" + filename + ".mtl")) 
        {
            foreach( KeyValuePair<string, ObjMaterial> kvp in materialList )
            {
                sw.Write("\n");
                sw.Write("newmtl {0}\n", kvp.Key);
                sw.Write("Ka  0.6 0.6 0.6\n");
                sw.Write("Kd  0.6 0.6 0.6\n");
                sw.Write("Ks  0.9 0.9 0.9\n");
                sw.Write("d  1.0\n");
                sw.Write("Ns  0.0\n");
                sw.Write("illum 2\n");

                if (kvp.Value.textureName != null)
                {
                    string destinationFile = kvp.Value.textureName;

                    int stripIndex = destinationFile.LastIndexOf('/');//FIXME: Should be Path.PathSeparator;

                    if (stripIndex >= 0)
                        destinationFile = destinationFile.Substring(stripIndex + 1).Trim();

                    string relativeFile = destinationFile;

                    destinationFile = folder + "/" + destinationFile;

                    Debug.Log("Copying texture from " + kvp.Value.textureName + " to " + destinationFile);

                    try
                    {
                        //Copy the source file
                        File.Copy(kvp.Value.textureName, destinationFile);
                    }
                    catch
                    {

                    }   

                    sw.Write("map_Kd {0}", relativeFile);
                }

                sw.Write("\n\n\n");
            }
        }
    }

    private static void MeshToFile(Component mf, string folder, string filename) 
    {
        Dictionary<string, ObjMaterial> materialList = PrepareFileWrite();

        using (StreamWriter sw = new StreamWriter(folder +"/" + filename + ".obj")) 
        {
            sw.Write("mtllib ./" + filename + ".mtl\n");

            sw.Write(MeshToString(mf, materialList));
        }

        MaterialsToFile(materialList, folder, filename);
    }

    private static void MeshesToFile(Component[] mf, string folder, string filename) 
    {
        Dictionary<string, ObjMaterial> materialList = PrepareFileWrite();

        using (StreamWriter sw = new StreamWriter(folder +"/" + filename + ".obj")) 
        {
            sw.Write("mtllib ./" + filename + ".mtl\n");

            for (int i = 0; i < mf.Length; i++)
            {
                sw.Write(MeshToString(mf[i], materialList));
            }
        }

        MaterialsToFile(materialList, folder, filename);
    }

    private static bool CreateTargetFolder()
    {
        try
        {
            System.IO.Directory.CreateDirectory(targetFolder);
        }
        catch
        {
            //EditorUtility.DisplayDialog("Error!", "Failed to create target folder!", "");
            return false;
        }

        return true;
    }


    void OnGUI () { 
        GUI.BeginGroup (new Rect (Screen.width / 2 - 100, Screen.height / 2 - 100, 200, 200)); 
        if(window == 1) 
        { 
            if(GUI.Button (new Rect (10,30,180,30), "Экспортировать")) 
            { 

                if (!CreateTargetFolder())
                    return;

                //GameObject[] gos = GameObject.FindGameObjectsWithTag("Boat");
                //Selection.objects = gos;

                GameObject[] selection = GameObject.FindGameObjectsWithTag("Boat");
                //Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab);

                if (selection.Length == 0)
                {
                    //EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", "");
                    return;
                }

                int exportedObjects = 0;

                ArrayList mfList = new ArrayList();

                for (int i = 0; i < selection.Length; i++)
                {
                    Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter)).Concat(selection[i].GetComponentsInChildren(typeof(SkinnedMeshRenderer))).ToArray();

                    for (int m = 0; m < meshfilter.Length; m++)
                    {
                        exportedObjects++;
                        mfList.Add(meshfilter[m]);
                    }
                }

                if (exportedObjects > 0) 
                {
                    Component[] mf = new Component[mfList.Count];

                    for (int i = 0; i < mfList.Count; i++) {
                        mf [i] = (Component)mfList [i];
                    }

                    string filename = /*EditorApplication.currentScene +*/ "_" + exportedObjects;

                    int stripIndex = filename.LastIndexOf ('/');//FIXME: Should be Path.PathSeparator

                    if (stripIndex >= 0)
                        filename = filename.Substring (stripIndex + 1).Trim ();

                    MeshesToFile (mf, targetFolder, filename);

                }

            } 

            if(GUI.Button (new Rect (10,150,180,30), "Выход")) 
            { 
                window = 5; 
            } 
        } 

        if(window == 5) 
        { 
            GUI.Label(new Rect(50, 10, 180, 30), "Вы уже выходите?");   
            if(GUI.Button (new Rect (10,40,180,30), "Да")) 
            { 
                Application.Quit(); 
            } 
            if(GUI.Button (new Rect (10,80,180,30), "Нет")) 
            { 
                window = 1; 
            } 
        } 
        GUI.EndGroup (); 
    } 
}
jecbmhm3

jecbmhm31#

在使用任何Unity API之前,检查API命名空间是非常重要的。如果命名空间来自UnityEditor,那么它只意味着只能在编辑器中工作。这是用来制作编辑器插件的。你不能在构建中使用它,在为任何平台构建时都会抛出错误。
根据文档,AssetDatabaseEditorUtility类来自UnityEditor命名空间。

你必须重新设计你的游戏,使其不需要GetAssetPath函数。你完全可以制作一个没有这个函数的游戏。我不知道你在做什么,但是你应该看看Resources类。这将帮助你在运行时加载你的游戏对象。
要解决您当前的问题,
替换

using UnityEditor;

#if UNITY_EDITOR
using UnityEditor;
#endif

然后更换

objMaterial.textureName = EditorUtility.GetAssetPath(mats[material].mainTexture);

objMaterial.textureName = "";
#if UNITY_EDITOR
        objMaterial.textureName = EditorUtility.GetAssetPath(mats[material].mainTexture);
#endif

你也可以把你的Menu脚本放在Assets/Editor目录下的一个文件夹中,但是请理解,这并不能解决你的代码在构建中不起作用的问题。它只会允许你的项目在没有这些错误的情况下构建。来自UnityEditor命名空间的类只用于编辑器插件。

oxcyiej7

oxcyiej72#

这是因为使用UnityEditor的类需要放在一个名为Editor的文件夹下:资源/编辑器如果您这样做,问题将消失

aiqt4smr

aiqt4smr3#

如果您使用的是程序集定义(dll),也可能发生这种情况。包含编辑器内容的dll不会包含在构建中。最好为编辑器内容创建单独的dll。

lsmepo6l

lsmepo6l4#

在我的例子中,违规行是不小心添加的,可能是在某个时候误点击了某个设置。
由于我的代码实际上都不需要UnityEditor,因此解决方案是:
1.在控制台中查看完整的错误消息,查找导致错误的.cs文件:

using UnityEditor.Experimental.GraphView;

1.删除或注解掉该行。
1.必要时重复上述步骤。
1.生成并运行项目以确认一切正常。

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