Version: 2022.1

AssetSettingsProviderConstructor

切换到手册
public AssetSettingsProvider (string settingsWindowPath, Func<Editor> editorCreator, IEnumerable<string> keywords);
public AssetSettingsProvider (string settingsWindowPath, Func<Object> settingsGetter);

参数

settingsWindowPath Settings 窗口中的设置路径。使用“/”作为分隔符。如果未提供,则最后一个标记将成为设置标签。
editorCreator 仿函数,用于创建能够修改设置的 Editor
keywords 要与用户搜索内容进行比较的关键字列表。当用户在 Settings 窗口的搜索框中输入值时,SettingsProvider.HasSearchInterest 会尝试将这些关键字与此列表进行匹配。
settingsGetter 仿函数,用于创建或获取设置对象。

描述

创建一个新的 AssetSettingsProvider,以便可以封装旧版设置(即先前在 Inspector 中显示的设置)。

using UnityEditor;
using UnityEngine;

// Create a new type of Settings Asset. class MyCustomSettings : ScriptableObject { public const string k_MyCustomSettingsPath = "Assets/Editor/MyCustomSettings.asset";

[SerializeField] private int m_Number;

[SerializeField] private string m_SomeString;

internal static SerializedObject GetSettings() { var settings = AssetDatabase.LoadAssetAtPath<MyCustomSettings>(k_MyCustomSettingsPath); if (settings == null) { settings = ScriptableObject.CreateInstance<MyCustomSettings>(); settings.m_Number = 42; settings.m_SomeString = "The answer to the universe"; AssetDatabase.CreateAsset(settings, k_MyCustomSettingsPath); }

return new SerializedObject(settings); } }

[CustomEditor(typeof(MyCustomSettings))] class MyCustomSettingsEditor : Editor { // Nothing to do. This uses the Generic Editor to display MyCustomSettings properties }

class AssetSettingsProviderRegister { [SettingsProvider] public static SettingsProvider CreateFromFilePath() { // Create an AssetSettingsProvider from a file path: var provider = AssetSettingsProvider.CreateProviderFromAssetPath("Project/AssetSettings/FromFile", MyCustomSettings.k_MyCustomSettingsPath);

// Register keywords from the properties of MyCustomSettings provider.keywords = SettingsProvider.GetSearchKeywordsFromSerializedObject(new SerializedObject(AssetDatabase.LoadAllAssetsAtPath(MyCustomSettings.k_MyCustomSettingsPath))); return provider; }

[SettingsProvider] public static SettingsProvider CreateFromSettingsObject() { // Create an AssetSettingsProvider from a settings object (UnityEngine.Object): var settingsObj = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(MyCustomSettings.k_MyCustomSettingsPath); var provider = AssetSettingsProvider.CreateProviderFromObject("Project/AssetSettings/FromObject", settingsObj);

// Register keywords from the properties of MyCustomSettings provider.keywords = SettingsProvider.GetSearchKeywordsFromSerializedObject(new SerializedObject(settingsObj)); return provider; }

[SettingsProvider] public static SettingsProvider CreateFromSettingsFromFunctor() { // Create an AssetSettingsProvider from a functor that must return a UnityEngine.Object: var provider = new AssetSettingsProvider("Project/AssetSettings/FromFunctor", () => Editor.CreateEditor(AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(MyCustomSettings.k_MyCustomSettingsPath)));

// Register keywords from the properties of MyCustomSettings provider.keywords = SettingsProvider.GetSearchKeywordsFromSerializedObject(new SerializedObject(AssetDatabase.LoadAllAssetsAtPath(MyCustomSettings.k_MyCustomSettingsPath))); return provider; } }
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