Version: 2022.1
public static bool TryGetConfigObject (string name, out T result);

参数

name 要获取的配置对象引用的字符串格式名称。
result 要在其中存储返回的对象的配置对象引用。这必须是 Object 类型的对象。

返回

bool 如果找到了配置对象引用且类型与 result 参数匹配,则返回 true。如果未找到条目、配置对象引用为 null 或者请求的类型与存储的类型不匹配,则返回 false。

描述

按名称检索配置对象引用。

using UnityEngine;
using UnityEditor;
using System.IO;

public class MyConfigData : ScriptableObject { public static MyConfigData GetDefault() { //name of config data object string stringName = "com.myproject.myconfigdata"; //path to Config Object and asset name string stringPath = "Assets/myconfigdata.asset"; //used to hold config data MyConfigData data = null;

//if a config data object exists with the same name, return its config data if (EditorBuildSettings.TryGetConfigObject<MyConfigData>(stringName, out data)) return data;

//If the asset file already exists, store existing config data if (File.Exists(stringPath)) data = AssetDatabase.LoadAssetAtPath<MyConfigData>(stringPath); //if no previous config data exists if (data == null) { //show save file dialog and return user selected path name stringPath = EditorUtility.SaveFilePanelInProject("New Config File", "myconfigdata", "asset", "Select Config File Asset", "Assets"); //initialise config data object data = ScriptableObject.CreateInstance<MyConfigData>(); //create new asset from data at specified path //asset MUST be saved with the AssetDatabase before adding to EditorBuildSettings AssetDatabase.CreateAsset(data, stringPath); }

//add the new or loaded config object to EditorBuildSettings EditorBuildSettings.AddConfigObject(stringName, data, false);

return data; } }
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