C# 命名MonoBehavior类GameManager时的特殊图标

C# 命名MonoBehavior类GameManager时的特殊图标,c#,unity3d,C#,Unity3d,Unity中的GameManager这个名字是否有什么特别之处,导致设计师的行为有所不同?我有一个名为GameManager的类,它是从ScriptableObject派生而来的,设计师为这个类做了一些与我的其他ScriptableObject派生类不同的事情 我可以通过将名称从GameManager更改为Manager来验证这种行为,而Unity编辑器的行为则不同 我对GameManager的定义如下: [CreateAssetMenu(menuName = "Managers/GameMan

Unity中的GameManager这个名字是否有什么特别之处,导致设计师的行为有所不同?我有一个名为GameManager的类,它是从ScriptableObject派生而来的,设计师为这个类做了一些与我的其他ScriptableObject派生类不同的事情

我可以通过将名称从GameManager更改为Manager来验证这种行为,而Unity编辑器的行为则不同

我对GameManager的定义如下:

[CreateAssetMenu(menuName = "Managers/GameManager")]
public class GameManager : ScriptableObject
{
  // ...
}
下面是当我的C类被命名为GameManager时项目视图的样子。注意游戏管理器旁边的不同图标

如果我删除该资产,将基础C类名更改为Manager,然后再次创建该资产,该图标是普通图标,而不是齿轮

另一个问题是,如果我有一个游戏对象,其中包含一个具有GameManager类型属性的MonoBehavior,那么当我单击Inspector中字段旁边的小圆圈图标时,Unity不会向我显示现有GameManager资产。Unity允许我将GameManager资产从项目视图拖到字段中,但Unity不允许我通过单击字段来选择引用。如下面的屏幕截图所示,Unity没有给我选择GameManager资产的选项,即使它在项目视图中可用

但是,如果我将基础C类的名称从GameManager更改为Manager,Unity编辑器将正常工作,如下所示


GameManager的C类名有什么特别的地方吗?或者这种行为是由其他原因造成的吗?

Unity中有一些特殊的脚本名。当您使用其中任何一个脚本时,会对该脚本应用特殊图标。GameManager是一个特殊的脚本名称。搜索也是Unity中另一个特殊的脚本名称。不幸的是,它们并没有在Unity的网站上列出,但当您使用一个特殊的脚本名称时,您绝对会知道

如果仍然希望使用这些特殊名称命名脚本,并且还希望删除特殊图标或行为,请将该脚本用特殊名称括在命名空间中

namespace Ben
{
    public class Search : MonoBehaviour
    {

    }
}
搜索脚本的特殊图标现在应该消失了。这也适用于GameManager脚本

编辑:

由于人们想了解更多,Unity基本上有以下重要文件,其中包含图标:

统一默认资源 统一编辑资源 统一内置额外 在\Editor\Data\Resources目录中。如果将这些文件复制到\Assets\Resources目录,并将其中三个文件的扩展名更改为.asset,则展开这些文件时,您将能够在这些文件中看到资产和图标

找到特殊图标的秘密在于,任何以图标结尾的命名图标都可能是特殊图标。例如,GameManager有一个名为GameManager icon的图标。命名脚本GameManager将使其使用GameManager图标。这并不完全适用于所有图标,但适用于大多数图标。很少有人不这样做

我制作了一个脚本来在编辑器中自动执行上面的指令。它在Unity 2017中有效,但在Unity 2018中似乎存在问题,我还没有时间来修复它。它在Unity 2018中执行时显示了许多错误,但在执行之后仍然可以正常工作

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


/*
Detects possible special script names
By Programmer
https://stackoverflow.com/users/3785314/programmer
*/

public class SpecialIconLister : MonoBehaviour
{
    [MenuItem("Programmer/Show Special Icons")]
    static void MainProc()
    {
        if (EditorUtility.DisplayDialog("Log and copy special Icon names?",
               "Are you sure you want to log and copy spacial icons to the clipboard?",
               "Yes", "Cancel"))
        {

            if (IsPlayingInEditor())
                return;

            //"unity default resources" contains models, materials an shaders
            //"unity editor resources" contains most icons lile GameManager Search and so on 
            //"unity_builtin_extra" contains UI images and Shaders

            //Files to copy to the Resources folder in the project
            string file1 = UnityEditorResourcesFilePath("unity default resources");
            string file2 = UnityEditorResourcesFilePath("unity editor resources");
            string file3 = UnityEditorResourcesFilePath("unity_builtin_extra");

            string dest1 = UnityProjectResourcesPath("unity default resources.asset");
            string dest2 = UnityProjectResourcesPath("unity editor resources.asset");
            string dest3 = UnityProjectResourcesPath("unity_builtin_extra.asset");

            //Create the Resources folder in the Project folder if it doesn't exist
            VerifyResourcesFolder(dest1);
            VerifyResourcesFolder(dest2);
            VerifyResourcesFolder(dest3);

            //Copy each file to the resouces folder
            if (!File.Exists(dest1))
                FileUtil.CopyFileOrDirectoryFollowSymlinks(file1, dest1);
            if (!File.Exists(dest2))
                FileUtil.CopyFileOrDirectoryFollowSymlinks(file2, dest2);
            if (!File.Exists(dest3))
                FileUtil.CopyFileOrDirectoryFollowSymlinks(file3, dest3);

            Debug.unityLogger.logEnabled = false;

            //Refresh Editor
            AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);

            //Load every object in that folder
            Resources.LoadAll("");

            //List the special icons
            GetSpecialIcons();

            CleanUp(dest1);
            CleanUp(dest2);
            CleanUp(dest3);

            //Refresh Editor
            AssetDatabase.Refresh();
            Resources.UnloadUnusedAssets();
            AssetDatabase.Refresh();
            Debug.unityLogger.logEnabled = false;
        }
    }

    static void SelectAsset(string resourcesFilePath)
    {
        UnityEngine.Object obj = AssetDatabase.LoadAssetAtPath(resourcesFilePath, typeof(UnityEngine.Object));
        Selection.activeObject = obj;
    }

    static string AsoluteToRelative(string absolutePath)
    {
        string relativePath = null;
        if (absolutePath.StartsWith(Application.dataPath))
        {
            relativePath = "Assets" + absolutePath.Substring(Application.dataPath.Length);
        }
        return relativePath;
    }

    static void GetSpecialIcons()
    {
        //Get All Editor icons 
        List<UnityEngine.Object> allIcons;
        allIcons = new List<UnityEngine.Object>(Resources.FindObjectsOfTypeAll(typeof(Texture)));
        allIcons = allIcons.OrderBy(a => a.name, StringComparer.OrdinalIgnoreCase).ToList();


        //Get special icons from the icons
        List<string> specialIconsList = new List<string>();
        string suffix = " Icon";
        foreach (UnityEngine.Object icList in allIcons)
        {
            if (!IsEditorBuiltinIcon(icList))
                continue;

            //Check if icon name ends with the special suffix
            if (icList.name.EndsWith(suffix))
            {
                //Remove suffix from the icon name then add it to the special icons List if it doesn't exist yet
                string sIcon = icList.name.Substring(0, icList.name.LastIndexOf(suffix));
                if (!specialIconsList.Contains(sIcon))
                    specialIconsList.Add(sIcon);
            }
        }
        //Sort special icons from the icons
        specialIconsList = specialIconsList.OrderBy(a => a, StringComparer.OrdinalIgnoreCase).ToList();

        Debug.unityLogger.logEnabled = true;
        Debug.Log("Total # Icons found: " + allIcons.Count);
        Debug.Log("Special # Icons found: " + specialIconsList.Count);

        //Add new line after each icon for easy display or copying
        string specialIcon = string.Join(Environment.NewLine, specialIconsList.ToArray());
        Debug.Log(specialIcon);

        //Copy the special icon names to the clipboard
        GUIUtility.systemCopyBuffer = specialIcon;

        Debug.LogWarning("Special Icon names copied to cilpboard");
        Debug.LogWarning("Hold Ctrl+V to paste on any Editor");
    }

    static string UnityEditorResourcesFilePath(string fileName = null)
    {
        //C:/Program Files/Unity/Editor/Unity.exe
        string tempPath = EditorApplication.applicationPath;
        //C:/Program Files/Unity/Editor
        tempPath = Path.GetDirectoryName(tempPath);
        tempPath = Path.Combine(tempPath, "Data");
        tempPath = Path.Combine(tempPath, "Resources");
        //C:\Program Files\Unity\Editor\Data\Resources
        if (fileName != null)
            tempPath = Path.Combine(tempPath, fileName);
        return tempPath;
    }

    static string UnityProjectResourcesPath(string fileName = null)
    {
        string tempPath = Application.dataPath;
        tempPath = Path.Combine(tempPath, "Resources");
        if (fileName != null)
            tempPath = Path.Combine(tempPath, fileName);
        return tempPath;
    }

    static bool IsEditorBuiltinIcon(UnityEngine.Object icon)
    {
        if (!EditorUtility.IsPersistent(icon))
            return false;

        return true;
    }

    static void VerifyResourcesFolder(string resourcesPath)
    {
        //Create Directory if it does not exist
        if (!Directory.Exists(Path.GetDirectoryName(resourcesPath)))
        {
            Directory.CreateDirectory(Path.GetDirectoryName(resourcesPath));
        }
    }

    static bool IsPlayingInEditor()
    {
        return (Application.isPlaying && Application.isEditor);
    }

    static void CleanUp(string resourcesFilePath)
    {
        FileAttributes attr = File.GetAttributes(resourcesFilePath);
        if (!((attr & FileAttributes.Directory) == FileAttributes.Directory)
            && File.Exists(resourcesFilePath))
        {
            FileUtil.DeleteFileOrDirectory(resourcesFilePath);
        }
        System.GC.Collect();
    }

}

这是一个团结的过程,但这是一个假问题。只有当您将用户编写的代码放入全局命名空间时,才会出现这种情况。别这样


真正的答案是,所有用户编写的脚本代码都应该在自己的名称空间中——这就是该功能的作用。如果Unity模板采用这种约定,这会有所帮助。

Unity在文档方面失败了吗?说不是吧@是的,这里就是这样。他们在文件上没有提到这一点。我记得10年前Unity及其追随者吹嘘他们的文档。从那以后就没变过。当我成为一名游戏经理时,我也发现了这个奇怪的现象,我不知道这个词在Unity中的特殊意义,并且想知道发生了什么。感谢您在搜索上的帮助!
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GameManager
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MetaFile
Microphone
MidAirPositionerBehaviour
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Motion
MovieTexture
MultiTargetBehaviour
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NavMeshAgent
NavMeshData
NavMeshObstacle
NetworkAnimator
NetworkDiscovery
NetworkIdentity
NetworkLobbyManager
NetworkLobbyPlayer
NetworkManager
NetworkManagerHUD
NetworkMigrationManager
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NetworkStartPosition
NetworkTransform
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NetworkTransformVisualizer
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ObjectTargetBehaviour
OcclusionArea
OcclusionPortal
OffMeshLink
Outline
ParentConstraint
ParticleAnimator
ParticleEmitter
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ParticleSystem
PhysicMaterial
Physics2DRaycaster
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PointEffector2D
PolygonCollider2D
PositionAsUV1
PositionConstraint
Prefab
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ProceduralMaterial
Projector
RawImage
RaycastCollider
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ReflectionProbe
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RotationConstraint
ScaleConstraint
SceneAsset
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ScriptableObject
Scrollbar
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Search
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SpatialMappingCollider
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Sprite
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