最近在写Editor插件,遇到一个很迷知的现象,在写编辑器的时候,发现一个Item位置不对,需要在代码里面调整下,Unity编译结束后,会发现有些变量被Unity销毁了,有些变量值仍然被保留。这个问题需要关心的目的是,如果写的是一个比较大型的插件,给别人用的时候,发现一些项目资源忘记更新了,就顺手切到目录下更新,有时候会更新到一些程序脚本,再切换回Unity的时候,Unity会自动编译,这样之前做的操作可能就被自动清空掉了,所以了解EditorWindow里面什么类型的变量会在Unity编译时候被销毁,什么类型的不会被销毁,是非常有必要的。
我测试了一下,得到的一些心得。
在EditorWindow类中的基础数据类型(int,float,string,double..),unity里面序列化的对象(Vector3,Quaternion,GameObject,Transform,继承Component,继承ScriptableObject),只要窗口不被关闭,这些变量数据不会因为程序重新编译被销毁。
但是如果这些类型的变量为静态类型,每次编译后,这个静态变量就会被销毁掉。
还有就是需要编译后不被销毁的对象不能这样写:
public int ID{get;set;}
以下是测试的代码:
using UnityEditor;
using UnityEngine;
using System.Collections;
public class TestEditor:EditorWindow {
[MenuItem("Tools/Test Window")]
private static void Open()
{
EditorWindow.CreateInstance<TestEditor>().Show();
}
//-------------------------------------------------------//
private string testString; //不会销毁
private static string testStaticString; //会被销毁
private GameObject testGameObject; //不会销毁
public static GameObject testStaticGameObject; //会被销毁
public static string testPublicStaticString; //会被销毁
private TestDataNoSerialize testNoSerializeData =new TestDataNoSerialize(); //会被销毁
private TestDataSerialize testSerializeData = new TestDataSerialize(); //不会销毁
private TestScriptableObject testScriptObject; //不会销毁
//------------------------------------------------------//
private void OnGUI()
{
testString =EditorGUILayout.TextField("Test String", testString);
testStaticString = EditorGUILayout.TextField("Test Static String", testStaticString);
testPublicStaticString = EditorGUILayout.TextField("Test Public Static String", testPublicStaticString);
testGameObject = EditorGUILayout.ObjectField("Test Game Object",testGameObject,typeof(GameObject),true) as GameObject;
testStaticGameObject = EditorGUILayout.ObjectField("Test Static Game Object", testStaticGameObject, typeof(GameObject), true) as GameObject;
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.LabelField("No Serialize Data");
testNoSerializeData.Name =EditorGUILayout.TextField("Name", testNoSerializeData.Name);
testNoSerializeData.ID = EditorGUILayout.IntField("ID", testNoSerializeData.ID);
testNoSerializeData.Obj = EditorGUILayout.ObjectField("Game Object", testNoSerializeData.Obj, typeof(GameObject), true) as GameObject;
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.LabelField("Serialize Data");
testSerializeData.Name = EditorGUILayout.TextField("Name", testSerializeData.Name);
testSerializeData.ID = EditorGUILayout.IntField("ID", testSerializeData.ID);
testSerializeData.Obj = EditorGUILayout.ObjectField("Game Object", testSerializeData.Obj, typeof(GameObject), true) as GameObject;
if (testScriptObject == null)
{
testScriptObject =ScriptableObject.CreateInstance<TestScriptableObject>();
Debug.Log("Create Instance");
}
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.LabelField("ScriptableObject Data");
testScriptObject.Name = EditorGUILayout.TextField("Name", testScriptObject.Name);
testScriptObject.ID = EditorGUILayout.IntField("ID", testScriptObject.ID);
testScriptObject.Obj = EditorGUILayout.ObjectField("Game Object", testScriptObject.Obj, typeof(GameObject), true) as GameObject;
}
}
public class TestDataNoSerialize {
public string Name;
public int ID;
public GameObject Obj;
}
[System.Serializable]
public class TestDataSerialize
{
public string Name;
public int ID //会被销毁
{
get; set;
}
public GameObject Obj;
}
public class TestScriptableObject:ScriptableObject{
public string Name;
public int ID;
public GameObject Obj;
}