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资源/菜单.cs(97,73):警告CS 0618:UnityEditor.EditorUtility.GetAssetPath(UnityEngine.Object)' is obsolete: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 ();
}
}
4条答案
按热度按时间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,
AssetDatabase
和EditorUtility
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
与
然后更换
与
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。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
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。
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:
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。