介绍:Editor功能介绍
脚本都带 using UnityEditor,所以将本放置在Assets/Editor目录下面!!!!!!!!!!!!!!!!!
“Create ScriptableObject” Project右键
展示
创建两个脚本,一个属性,一个using UnityEditor;
ScriptableObject模板脚本
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不要放到Editor文件夹
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using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu]
public class Chariot_Cone : ScriptableObject
{
[SerializeField]
public List<string> ChatContent1;
public List<string> ChatContent2;
public List<string> ChatContent3;
public List<string> ChatContent4;
public List<string> ChatContent5;
public List<string> ChatContent6;
}
Editor脚本 这个才放到Editor文件夹里面
using UnityEditor;
using UnityEngine;
public class CreateAssetEditor
{
[MenuItem("Assets/Create ScriptObject")]
static void CreateScriptObject()
{
Chariot_Cone config = ScriptableObject.CreateInstance<Chariot_Cone>();
AssetDatabase.CreateAsset(config, "Assets/ScriptObject.asset");
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
}
调用
public Chariot_Cone scriptsOBJ;
void Start()
{
scriptsOBJ.ChatContent1.count;
}