1:生成类A,用来保存相关数据
public class AudioSource : MonoBehaviour{
public AudioClip m_AudioClip;
void Awake()
{
}
// Use this for initialization
void Start () {
}
}
2:生成类B,继承Editor
using UnityEditor;
[CustomEditor(typeof(AudioSource))]
public class InspectorAudioSource : Editor {
public override void OnInspectorGUI()
{
AudioSource AS = (AudioSource)target;
AS.m_AudioClip = EditorGUILayout.ObjectField("Audio Clip", AS.m_AudioClip, typeof(AudioClip), false) as AudioClip;
GUILayout.Space(20.0f);
if (GUILayout.Button("Generate New Audio"))
{
AS.CreateNewAudio();
}
}
}
加上这二个类,在Inspector上就会显示一个AudioClip选择和一个按键