1 創建一個基類Demo ,然後在 子類,創建不同的變量類型 ,然後在同一個物體下可以賦值兩個共有的變量,效果如下
,
- 第一先寫基類的共有屬性,及其反射獲取屬性值
using System;
using UnityEngine;
using System.Reflection;
public class CharacterEditor : MonoBehaviour {
public int health;
public string name;
public GameObject shirt;
public GameObject pants;
private static CharacterEditor characterCopyFrom;
private static FieldInfo[] fileToCopy;
[ContextMenu("Copy With Reflection")]
public void CopyWithReflection()
{
characterCopyFrom = this;
Type characterType = typeof(CharacterEditor);
FieldInfo[] charcterFileds = characterType.GetFields(BindingFlags.Public | BindingFlags.Instance);
fileToCopy = charcterFileds;
}
[ContextMenu("Paste With Reflection")]
public void PasteWithReflection()
{
foreach (FieldInfo field in fileToCopy)
{
object value = field.GetValue(characterCopyFrom);
field.SetValue(this,value);
}
}
}
- 第一個繼承類FirstCharacter
using UnityEngine;
using System.Collections;
public class FirstCharacter : CharacterEditor {
public GameObject[] other;
}
- 第二個繼承類 SecondCharacter
using UnityEngine;
using System.Collections;
public class SecondCharacter : CharacterEditor {
//不同的屬性
public int[] Origin;
}
放在同一個物體上點擊同一個物體的”Copy With Reflection” 以及:”Paste With Reflection” 就可以直接從copy賦值過去,而不用一個一個賦值,但是不是同一個父類的物體不會被賦值。