Version: 2022.1

PrefabUtility.SaveAsPrefabAssetAndConnect

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public static GameObject SaveAsPrefabAssetAndConnect (GameObject instanceRoot, string assetPath, InteractionMode action);
public static GameObject SaveAsPrefabAssetAndConnect (GameObject instanceRoot, string assetPath, InteractionMode action, out bool success);

参数

instanceRoot 要保存为预制件并进入预制件实例的游戏对象。
assetPath 要在其中保存预制件的路径。
action 用于此操作的交互模式。
success 保存操作的结果(成功或不成功)。将其与控制台日志一起使用,从而进一步了解保存过程。

返回

GameObject 已保存的预制件资源(如果可用)的根游戏对象。

描述

Use this function to create a Prefab Asset at the given path from the given GameObject, including any children in the Scene and at the same time make the given GameObject into an instance of the new Prefab.

如果某些子项是预制件实例,则会自动将这些子项嵌套在新预制件内。

The input object must be a plain GameObject or the outermost root of a Prefab Instance. It cannot be a child inside a Prefab instance.

如果输入对象是预制件实例根,则生成的预制件将是预制件变体。反之,如果要新建唯一的预制件,需要首先解压该预制件实例。

The returned object is the root GameObject of the saved Prefab Asset, if available. If the editor is currently in the middle of an asset editing batch operation, as controlled with AssetDatabase.StartAssetEditing and AssetDatabase.StopAssetEditing, assets are not immediately imported upon being saved. In this case, SaveAsPrefabAsset will return null even if the save was successful because the saved Prefab Asset was not yet reimported and thus not yet available.

如果要对现有预制件进行保存,Unity 会尝试保留对预制件本身的引用以及预制件的各个部分(如子游戏对象和组件)。要执行此操作,它在新保存的预制件与现有预制件之间匹配游戏对象的名称。

注意:因为仅按名称进行此匹配,所以如果预制件的层级视图中有多个同名的游戏对象,则无法预测会匹配哪个游戏对象。因此,如果需要确保在对现有预制件进行保存时保留引用,则必须确保预制件中的所有游戏对象都具有唯一名称。

另请注意:当预制件中的单个游戏对象附加了多个相同组件类型时,如果在对现有预制件进行保存时保留对现有组件的引用,则可能会遇到相似问题。在此情况下,无法预测哪个组件会与现有引用匹配。

See Also: PrefabUtility.SaveAsPrefabAsset and Unpacking Prefab instances.

// This script creates a new menu item Examples>Create Prefab in the main menu.
// Use it to create Prefab(s) from the selected GameObject(s).
// Prefab(s) are placed in the "Prefabs" folder.

using System.IO; using UnityEngine; using UnityEditor;

public class Example { // Creates a new menu item 'Examples > Create Prefab' in the main menu. [MenuItem("Examples/Create Prefab")] static void CreatePrefab() { // Keep track of the currently selected GameObject(s) GameObject[] objectArray = Selection.gameObjects;

// Loop through every GameObject in the array above foreach (GameObject gameObject in objectArray) { // Create folder Prefabs and set the path as within the Prefabs folder, // and name it as the GameObject's name with the .Prefab format if (!Directory.Exists("Assets/Prefabs")) AssetDatabase.CreateFolder("Assets", "Prefabs"); string localPath = "Assets/Prefabs/" + gameObject.name + ".prefab";

// Make sure the file name is unique, in case an existing Prefab has the same name. localPath = AssetDatabase.GenerateUniqueAssetPath(localPath);

// Create the new Prefab and log whether Prefab was saved successfully. bool prefabSuccess; PrefabUtility.SaveAsPrefabAssetAndConnect(gameObject, localPath, InteractionMode.UserAction, out prefabSuccess); if (prefabSuccess == true) Debug.Log("Prefab was saved successfully"); else Debug.Log("Prefab failed to save" + prefabSuccess); } }

// Disable the menu item if no selection is in place. [MenuItem("Examples/Create Prefab", true)] static bool ValidateCreatePrefab() { return Selection.activeGameObject != null && !EditorUtility.IsPersistent(Selection.activeGameObject); } }