Unity/EditorWindow/GameObjectをPrefabに変更
提供: 初心者エンジニアの簡易メモ
全シーンの、指定したGameObjectをPrefabに変更するコード
using UnityEditor; using UnityEngine; using UnityEditor.SceneManagement; using UnityEngine.SceneManagement; using System.IO; using System.Text; public class ReplaceObjectWithPrefab : EditorWindow { private string directoryPath = "Assets/Scenes"; // デフォルト値 private string objectName = "Canvas/ReturnButton"; // デフォルト値 private GameObject prefab; [MenuItem("Tools/Replace Object With Prefab")] public static void ShowWindow() { GetWindow<ReplaceObjectWithPrefab>("Replace Object With Prefab"); } private void OnGUI() { GUILayout.Label("Directory and Object Settings", EditorStyles.boldLabel); directoryPath = EditorGUILayout.TextField("Directory Path", directoryPath); objectName = EditorGUILayout.TextField("Object Name", objectName); prefab = (GameObject)EditorGUILayout.ObjectField("Prefab", prefab, typeof(GameObject), false); if (GUILayout.Button("Replace Objects in Scenes")) { ReplaceObjectsInScenes(); } } private void ReplaceObjectsInScenes() { if (string.IsNullOrEmpty(directoryPath) || string.IsNullOrEmpty(objectName) || prefab == null) { Debug.LogError("Please specify the directory path, object name, and prefab."); return; } // 現在のシーンを保存し、シーンパスを記録 Scene currentScene = EditorSceneManager.GetActiveScene(); string currentScenePath = currentScene.path; if (currentScene.isDirty) { EditorSceneManager.SaveScene(currentScene); } // ディレクトリ内のすべてのシーンファイルを取得 string[] sceneFiles = Directory.GetFiles(directoryPath, "*.unity", SearchOption.AllDirectories); foreach (string scenePath in sceneFiles) { // シーンを開く Scene scene = EditorSceneManager.OpenScene(scenePath); if (!scene.IsValid()) { Debug.LogError($"Invalid scene path: {scenePath}"); continue; } // オブジェクトを探す GameObject targetObject = GameObject.Find(objectName); if (targetObject == null) { Debug.LogWarning($"Object '{objectName}' not found in scene: {scenePath}"); continue; } // ヒエラルキーでの位置情報を保持する RectTransform targetRectTransform = targetObject.GetComponent<RectTransform>(); Vector3 anchoredPosition = targetRectTransform.anchoredPosition; Quaternion localRotation = targetObject.transform.localRotation; Vector3 localScale = targetObject.transform.localScale; int siblingIndex = targetObject.transform.GetSiblingIndex(); Canvas canvas = targetRectTransform.GetComponentInParent<Canvas>(); // プレハブをインスタンス化 GameObject newObject = (GameObject)PrefabUtility.InstantiatePrefab(prefab, scene); RectTransform newRectTransform = newObject.GetComponent<RectTransform>(); // 新しいオブジェクトを元の位置に配置する newRectTransform.SetParent(targetRectTransform.parent, false); newRectTransform.anchoredPosition = anchoredPosition; // 同じ位置に配置 newObject.transform.localRotation = localRotation; newObject.transform.localScale = localScale; newObject.transform.SetSiblingIndex(siblingIndex); // 旧オブジェクトを削除 DestroyImmediate(targetObject); // ヒエラルキーパスを生成 string hierarchyPath = GetHierarchyPath(newObject); // シーンパスとヒエラルキーパスをログに出力 Debug.Log($"Replaced object in scene: {scenePath}\nHierarchy Path: {hierarchyPath}"); // シーンを保存する EditorSceneManager.MarkSceneDirty(scene); EditorSceneManager.SaveScene(scene); } // 最後に元のシーンを再度開く if (!string.IsNullOrEmpty(currentScenePath)) { EditorSceneManager.OpenScene(currentScenePath); } } // ヒエラルキーパスを生成するメソッド private string GetHierarchyPath(GameObject obj) { StringBuilder path = new StringBuilder(obj.name); Transform current = obj.transform.parent; while (current != null) { path.Insert(0, $"{current.name}/"); current = current.parent; } return path.ToString(); } }