有没有一种方法可以在ScriptableObjects中模仿MonoBehaviour复制语义?
说我有一个像这样的MonoBehaviour:
public class DummyClassBehaviour : MonoBehaviour {
public DummyClass DummyClassTest; //ScriptableObject
public DummyClassBehaviour DummyBehaviourTest; //Another DummyClassBehaviour
}
还有一个ScriptableObject:
public class DummyClass : ScriptableObject {
public string Text = "";
}
当我复制(CTRL D)附加了DummyClassBehaviour的GameObject时,’DummyBehaviourTest’按照您的预期复制:如果它在我正在复制的GameObject中引用MonoBehaviour,则复制机制会更新对新的相同MonoBehaviour类型的引用游戏对象.如果它在另一个GameObject中引用MonoBehaviour,则该引用保持不变.
另一方面,ScriptableObject始终引用原始对象.所以我最终得到N GameObject的所有共享来自原始GameObject的相同的ScriptableObject(DummyClass).我正在使用ScriptableObjects来允许非Monobehaviour数据类的序列化.
最佳答案 据我所知,如果我错了,请有人纠正我,你不能修改ScriptableObject的序列化行为以匹配MonoBehaviour的序列化行为.即,如果复制,它应该更新引用.
相反,我选择了一个不太理想的解决方案,但它确实有效.我的类被分配了一个唯一的标识符,与其他所有标识符一样被序列化我在DummyBehaviour.Awake()中使用此ID来创建一个查找表,然后我可以使用它来重新分配我的DummyClass.
我不会接受我自己的答案,因为我觉得它没有完全回答我原来的问题,但它是相关的:
[System.Serializable]
public class DummyClass {
// Unique id is assigned by DummyBehaviour and is unique to the game object
// that DummyBehaviour is attached to.
public int UniqueID = -1;
public string Text = "";
// Override GetHashCode so Dictionary lookups
public override int GetHashCode(){
int hash = 17;
hash = hash * 31 + UniqueID;
return hash;
}
// override equality function, allows dictionary to do comparisons.
public override bool Equals(object obj)
{
if (object.ReferenceEquals(obj, null))return false;
DummyClass item = obj as DummyClass;
return item.UniqueID == this.UniqueID;
}
// Allow checks of the form 'if(dummyClass)'
public static implicit operator bool(DummyClass a)
{
if (object.ReferenceEquals(a, null)) return false;
return (a.UniqueID==-1)?false:true;
}
public static bool operator ==(DummyClass a, DummyClass b)
{
if (object.ReferenceEquals(a, null))
{
return object.ReferenceEquals(b, null);
}
return a.Equals(b);
}
public static bool operator !=(DummyClass a, DummyClass b)
{
if (object.ReferenceEquals(a, null))
{
return object.ReferenceEquals(b, null);
}
return !a.Equals(b);
}
}
而我的MonoBehaviour:
[ExecuteInEditMode]
public class DummyBehaviour : MonoBehaviour {
public List<DummyClass> DummyClasses = new List<DummyClass>();
// reassign references based on uniqueid.
void Awake(){
Dictionary<DummyClass,DummyClass> dmap = new Dictionary<DummyClass,DummyClass>();
// iterate over all dummyclasses, reassign references.
for(int i = 0; i < DummyClasses.Count; i++){
DummyClass2 d = DummyClasses[i];
if(dmap.ContainsKey(d)){
DummyClasses[i] = dmap[d];
} else {
dmap[d] = d;
}
}
DummyClasses[0].Text = "All items same";
}
// helper function, for inspector contextmenu, to add more classes from Editor
[ContextMenu ("AddDummy")]
void AddDummy(){
if(DummyClasses.Count==0)DummyClasses.Add(new DummyClass{UniqueID = 1});
else {
// Every item after 0 points to zero, serialization will remove refs during deep copy.
DummyClasses.Add(DummyClasses[0]);
}
UnityEditor.EditorUtility.SetDirty(this);
}
}