【Unity编辑器】case:加载预制数据修改

这里写图片描述

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
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