Unity3D脚本自动添加tag和Layer

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using UnityEditor;public class LoadTagAndLayer : AssetPostprocessor{    private static string[] Tags = { "aaaa", "bbbb", "cccc", "dddd" };//所有需要添加的tag值    private static string[] Layers = { "AAAA", "BBBB", "CCCC", "DDDD" };//所有需要添加的layer值    /// <summary>    /// 当所有资源加载完毕后执行    /// </summary>    /// <param name="importedAssets"></param>    /// <param name="deletedAssets"></param>    /// <param name="movedAssets"></param>    /// <param name="movedFromAssetPaths"></param>    static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)    {        foreach (string s in importedAssets)        {            if (s.Equals("Assets/NewBehaviourScript.cs"))            {                foreach (string item in Tags)                {                    AddTag(item);//循环加载tag                }                foreach (string item in Layers)                {                    AddLayer(item);//循环加载layer                }                return;            }        }    }    /// <summary>    /// 加载层    /// </summary>    /// <param name="layer"></param>    private static void AddLayer(string layer)    {        if (!IsHasLayer(layer))        {            //加载项目设置层以及tag值管理 资源            SerializedObject tagManager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]);            SerializedProperty it = tagManager.GetIterator();//获取层或tag值所有列表信息            while (it.NextVisible(true))//判断向后是否还有信息,如果没有则返回false            {#if UNITY_5                if (it.name=="layers")                {                    //层默认是32个,只能从第8个开始写入自己的层                    for (int i = 8; i < it.arraySize; i++)                    {                        SerializedProperty dataPoint = it.GetArrayElementAtIndex(i);//获取层信息                        if (string.IsNullOrEmpty(dataPoint.stringValue))//如果制定层内为空,则可以填写自己的层名称                        {                            dataPoint.stringValue = layer;//设置名字                            tagManager.ApplyModifiedProperties();//保存修改的属性                            return;                        }                    }                } #else                if (it.name.StartsWith("User Layer"))                {                    if (it.type == "string")                    {                        if (string.IsNullOrEmpty(it.stringValue))                        {                            it.stringValue = layer;                            tagManager.ApplyModifiedProperties();                            return;                        }                    }                }#endif            }        }    }    /// <summary>    /// 判断是否已经有层    /// </summary>    /// <param name="layer"></param>    /// <returns></returns>    private static bool IsHasLayer(string layer)    {        for (int i = 0; i < UnityEditorInternal.InternalEditorUtility.layers.Length; i++)        {            if (UnityEditorInternal.InternalEditorUtility.layers[i].Contains(layer))            {                return true;            }        }        return false;    }    /// <summary>    /// 添加Tag值    /// </summary>    /// <param name="tag"></param>    private static void AddTag(string tag)    {        if (!IsHasTag(tag))        {            SerializedObject tagManager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]);            SerializedProperty it = tagManager.GetIterator();            while (it.NextVisible(true))            {                if (it.name == "tags")                {#if UNITY_5                    it.arraySize++;                     SerializedProperty dataPoint = it.GetArrayElementAtIndex(it.arraySize - 1);                    dataPoint.stringValue = tag;                    tagManager.ApplyModifiedProperties();                    return;#else                    for (int i = 0; i < it.arraySize; i++)                    {                        SerializedProperty dataPoint = it.GetArrayElementAtIndex(i);                        if (string.IsNullOrEmpty(dataPoint.stringValue))                        {                            dataPoint.stringValue = tag; tagManager.ApplyModifiedProperties();                            return;                        }                    }#endif                }            }        }    }    /// <summary>    /// 判断是否有tag值    /// </summary>    /// <param name="tag"></param>    /// <returns></returns>    private static bool IsHasTag(string tag)    {        for (int i = 0; i < UnityEditorInternal.InternalEditorUtility.tags.Length; i++)        {            if (UnityEditorInternal.InternalEditorUtility.tags[i].Contains(tag))            {                return true;            }        }        return false;    }}


适用Unity4-5版本


OnPostprocessAllAssets方法被调用是在资源全部加载完毕之后,所以让动态加载Tag值和Layer需要 同时把此脚本也打包到package中,因此在根目录下 新建一个名称为NewBehaviourScript的C#脚本  则方法就可以执行了。


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