可以通过编写 C#脚本使用 Package Manager 脚本 API 与 Package Manager 进行交互。例如,可能需要根据目标设备的平台来安装特定的包或版本。
系统在很大程度上依赖 PackageManager.Client 类,可使用该类来查找包、浏览包列表以及通过脚本安装和卸载包。
另一个重要的类是 PackageManager.PackageInfo,其中包含包的状态,包括从包清单和注册表获取的元数据。例如,可以获取可用于包的版本列表,或者在查找或安装包时可能发生的任何错误列表。
以下示例演示了如何使用 Client 类来安装包或者将包添加到项目中。
可以使用 Client.Add 添加包。在调用 Client.Add 方法时,只需指定包名称或具有特定版本的包名称。例如,使用 Client.Add("com.unity.textmeshpro"),则会安装(或更新到)TextMesh Pro 包的最新版本;使用 Client.Add("com.unity.textmeshpro@1.3.0"),则会安装 TextMesh Pro 包版本 1.3.0。
Client.Add 方法返回一个 AddRequest 实例,可用于获取状态、任何错误或包含新添加包的 PackageInfo 信息的请求响应。
using System;
using UnityEditor;
using UnityEditor.PackageManager.Requests;
using UnityEditor.PackageManager;
using UnityEngine;
namespace Unity.Editor.Example {
static class AddPackageExample
{
static AddRequest Request;
[MenuItem("Window/Add Package Example")]
static void Add()
{
// Add a package to the project
Request = Client.Add("com.unity.textmeshpro");
EditorApplication.update += Progress;
}
static void Progress()
{
if (Request.IsCompleted)
{
if (Request.Status == StatusCode.Success)
Debug.Log("Installed: " + Request.Result.packageId);
else if (Request.Status >= StatusCode.Failure)
Debug.Log(Request.Error.message);
EditorApplication.update -= Progress;
}
}
}
}
以下示例演示了如何使用 Client 类来遍历项目中的包。
Client.List 方法返回一个 ListRequest 实例,可用于获取 List 操作的状态、任何错误或包含可迭代的 PackageCollection 的请求响应。
using System;
using UnityEditor;
using UnityEditor.PackageManager.Requests;
using UnityEditor.PackageManager;
using UnityEngine;
namespace Unity.Editor.Example {
static class ListPackageExample
{
static ListRequest Request;
[MenuItem("Window/List Package Example")]
static void List()
{
Request = Client.List(); // List packages installed for the project
EditorApplication.update += Progress;
}
static void Progress()
{
if (Request.IsCompleted)
{
if (Request.Status == StatusCode.Success)
foreach (var package in Request.Result)
Debug.Log("Package name: " + package.name);
else if (Request.Status >= StatusCode.Failure)
Debug.Log(Request.Error.message);
EditorApplication.update -= Progress;
}
}
}
}
以下示例演示了如何使用 Client 类来嵌入项目中已经安装的某个包。主方法是 Client.Embed 方法,可生成包的副本并存储在项目的 Packages 文件夹下面。
Client.Embed 方法返回一个 EmbedRequest 实例,可用于获取嵌入操作的状态、任何错误或包含新嵌入包的 PackageInfo 信息的请求响应。
此示例还使用 Client.List 方法来访问项目中当前安装的包的集合,并选择第一个既不是嵌入式包也不是内置包的包。
Client.List 方法返回一个 ListRequest 实例,可用于获取 List 操作的状态、任何错误或包含可迭代的 PackageCollection 的请求响应。
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.PackageManager.Requests;
using UnityEditor.PackageManager;
using UnityEngine;
namespace Unity.Editor.Example
{
static class EmbedPackageExample
{
static String targetPackage;
static EmbedRequest Request;
static ListRequest LRequest;
[MenuItem("Window/Embed Package Example")]
static void GetPackageName()
{
// First get the name of an installed package
LRequest = Client.List();
EditorApplication.update += LProgress;
}
static void LProgress()
{
if (LRequest.IsCompleted)
{
if (LRequest.Status == StatusCode.Success)
{
foreach (var package in LRequest.Result)
{
// Only retrieve packages that are currently installed in the
// project (and are neither Built-In nor already Embedded)
if (package.isDirectDependency && package.source
!= PackageSource.BuiltIn && package.source
!= PackageSource.Embedded)
{
targetPackage = package.name;
break;
}
}
}
else
Debug.Log(LRequest.Error.message);
EditorApplication.update -= LProgress;
Embed(targetPackage);
}
}
static void Embed(string inTarget)
{
// Embed a package in the project
Debug.Log("Embed('" + inTarget + "') called");
Request = Client.Embed(inTarget);
EditorApplication.update += Progress;
}
static void Progress()
{
if (Request.IsCompleted)
{
if (Request.Status == StatusCode.Success)
Debug.Log("Embedded: " + Request.Result.packageId);
else if (Request.Status >= StatusCode.Failure)
Debug.Log(Request.Error.message);
EditorApplication.update -= Progress;
}
}
}
}
使用 Events 类向 Package Manager 注册事件处理程序。Events 类包含两个可以订阅的事件,Package Manager 在以下时间点引发这两个事件:
以下示例演示了如何使用这两个事件。
using UnityEditor.PackageManager;
using UnityEngine;
namespace Unity.Editor.Example
{
public class EventSubscribingExample_RegisteringPackages
{
public EventSubscribingExample_RegisteringPackages()
{
// Subscribe to the event using the addition assignment operator (+=).
// This executes the code in the handler whenever the event is fired.
Events.registeringPackages += RegisteringPackagesEventHandler;
}
// The method is expected to receive a PackageRegistrationEventArgs event argument.
void RegisteringPackagesEventHandler(PackageRegistrationEventArgs packageRegistrationEventArgs)
{
Debug.Log("The list of registered packages is about to change!");
foreach (var addedPackage in packageRegistrationEventArgs.added)
{
Debug.Log($"Adding {addedPackage.displayName}");
}
foreach (var removedPackage in packageRegistrationEventArgs.removed)
{
Debug.Log($"Removing {removedPackage.displayName}");
}
// The changedFrom and changedTo collections contain the packages that are about to be updated.
// Both collections are guaranteed to be the same size with indices matching the same package name.
for (int i = 0; i <= packageRegistrationEventArgs.changedFrom.Count; i++)
{
var oldPackage = packageRegistrationEventArgs.changedFrom[i];
var newPackage = packageRegistrationEventArgs.changedTo[i];
Debug.Log($"Changing ${oldPackage.displayName} version from ${oldPackage.version} to ${newPackage.version}");
}
}
}
}
using UnityEditor;
using UnityEditor.PackageManager;
using UnityEngine;
namespace Unity.Editor.Example
{
public class EventSubscribingExample_RegisteredPackages
{
// You must use '[InitializeOnLoadMethod]' or '[InitializeOnLoad]' to subscribe to this event.
[InitializeOnLoadMethod]
static void SubscribeToEvent()
{
// This causes the method to be invoked after the Editor registers the new list of packages.
Events.registeredPackages += RegisteredPackagesEventHandler;
}
static void RegisteredPackagesEventHandler(PackageRegistrationEventArgs packageRegistrationEventArgs)
{
// Code executed here can safely assume that the Editor has finished compiling the new list of packages
Debug.Log("The list of registered packages has changed!");
}
}
}