objectToUndo | 変更予定のオブジェクトへの参照。 |
name | Undo 履歴に表示されるアクション名 ( Undo メニュー内に表示されます) 。 |
RecordObject が呼び出された後の変更点を記録します
Almost all property changes can be recorded with this function. The transform parent, AddComponent, object destruction can not be recorded with this function, for that you should use the dedicated functions.
Internally this creates a temporary copy of the object's state. At the end of the frame Unity diffs the state and detects what has changed. The changed properties are recorded on the undo stack. If nothing has changed (Binary exact comparison is used for all properties), no undo operations are stored on the stack.
Important: To correctly handle instances where objectToUndo is an instance of a Prefab, PrefabUtility.RecordPrefabInstancePropertyModifications must be called after RecordObject.
以下は EffectRadius 変数を変更するためのエディタースクリプトの例です。 Undo 状態は Undo システムを用いて変更を戻すことのできる recorded になっています。
//Name this script "EffectRadiusEditor" using UnityEngine; using UnityEditor;
[CustomEditor(typeof(EffectRadius))] public class EffectRadiusEditor : Editor { public void OnSceneGUI() { EffectRadius t = (target as EffectRadius);
EditorGUI.BeginChangeCheck(); float areaOfEffect = Handles.RadiusHandle(Quaternion.identity, t.transform.position, t.areaOfEffect); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(target, "Changed Area Of Effect"); t.areaOfEffect = areaOfEffect; } } }
Place this script on a GameObject to see the area of effect handle, and change the value using the gizmo in the Scene view.
//Name this script "EffectRadius" using UnityEngine; using System.Collections;
public class EffectRadius : MonoBehaviour { public float areaOfEffect = 1; }
See Also: Undo.RecordObjects