class EditorSetting : EditorWindow
{
private GameObject gameManager;
private GameNetwork gameNetwork;
private UnitZManager unitZmanager;
[MenuItem ("Window/UnitZ/Settings")]
public static void ShowSetting ()
{
EditorWindow.GetWindow (typeof(EditorSetting));
}
void loadData ()
{
//An Interface for accessing assets and performing operations on assets.
gameManager = (GameObject)AssetDatabase.LoadAssetAtPath ("Assets/UnitZ/Game/GameManager.prefab", typeof(GameObject));
if (gameManager) {
gameNetwork = gameManager.GetComponent<GameNetwork> ();
unitZmanager = gameManager.GetComponent<UnitZManager> ();
}
}
void OnEnable () {
loadData ();
}
void OnGUI ()
{
titleContent.text = "Settings";
if (gameManager == null)
return;
GUI.contentColor = Color.white;
EditorGUILayout.Separator (); //空行
EditorGUILayout.Separator ();
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.LabelField("Server Name");
gameNetwork.matchName = EditorGUILayout.TextField (gameNetwork.matchName);
EditorGUILayout.EndHorizontal ();
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.LabelField("Game Port");
gameNetwork.networkPort = EditorGUILayout.IntField (gameNetwork.networkPort);
EditorGUILayout.EndHorizontal ();
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.LabelField("Max Player");
gameNetwork
【Unity编辑器】case:加载预制数据修改
最新推荐文章于 2024-06-19 09:48:52 发布
本文详细探讨了在Unity编辑器中如何高效地加载预制数据,并讲解了在运行时动态修改这些数据的方法。通过实例解析,阐述了使用PrefabUtility和serializable字段的关键步骤,以及如何确保改动同步到场景中。
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