targetObject | 要处理的对象。 |
指示记录对预制件实例所做的修改。
请注意,要让预制件实例记录更改,推荐的方法是使用 SerializedProperty 和 SerializedObject。这样可以让实例记录更改并自动包含撤消系统中的更改。
在对预制件的实例进行修改后调用此方法,以记录该实例的这些更改。如果不调用此方法,对实例所做的更改就会丢失。请注意,如果您不使用 SerializedProperty/SerializedObject,那么无论您是否调用此方法,对对象所做的更改都不会记录在撤消系统中。
另请参阅:SerializedObject SerializedProperty。
using UnityEngine; using UnityEditor; using UnityEditor.SceneManagement;
// The following Editor script doubles the scale of the selected GameObject, // records the property modification and marks the Scene as dirty so that // the user can save the Scene afterwards and keep the changes. public class Example { [MenuItem("Examples/Double Scale")] static void DoubleScale() { GameObject gameObject = Selection.activeGameObject; Undo.RecordObject(gameObject.transform, "Double scale"); gameObject.transform.localScale *= 2;
// Notice that if the call to RecordPrefabInstancePropertyModifications is not present, // all changes to scale will be lost when saving the Scene, and reopening the Scene // would revert the scale back to its previous value. PrefabUtility.RecordPrefabInstancePropertyModifications(gameObject.transform);
// Optional step in order to save the Scene changes permanently. //EditorSceneManager.SaveScene(SceneManager.GetActiveScene()); }
// Disable the menu item if there is no Hierarchy GameObject selection. [MenuItem("Examples/Double Scale", true)] static bool ValidateDoubleScale() { return Selection.activeGameObject != null && !EditorUtility.IsPersistent(Selection.activeGameObject); } }