Version: 2023.1
언어: 한국어

AssetDatabase.GetTypeFromPathAndFileID

매뉴얼로 전환
public static Type GetTypeFromPathAndFileID (string assetPath, long localIdentifierInFile);

파라미터

assetPath The Asset's path.
localIdentifierInFile The object's local file identifier.

반환

Type The object's type.

설명

Gets an object's type from an Asset path and a local file identifier.

The following script example shows how to get the types of a nested asset. A material asset is added to a scriptable object asset (in this case called DummyObject), and the types of these two assets are extracted by calling GetTypeFromPathAndFileID.

using UnityEngine;
using UnityEditor;

public class GetTypeFromPathAndFileIDExample {

// Create a menu item under the GameObject menu. [MenuItem("AssetDatabase/GetTypeFromPathAndFileIDExample")] static void GetNestedType() { // Create a simple material object. Material material = new Material(Shader.Find("Specular")); material.name = "My material";

// Create an instance of a simple scriptable object DummyObject scriptableObject = ScriptableObject.CreateInstance<DummyObject>(); scriptableObject.name = "My scriptable object";

// Create the scriptable object asset AssetDatabase.CreateAsset(scriptableObject, "Assets/myScriptableObject.asset");

// Add the material to the scriptable object asset AssetDatabase.AddObjectToAsset(material, scriptableObject); AssetDatabase.SaveAssets();

// Get the path of the created asset string scriptableObjectPath = AssetDatabase.GetAssetPath(scriptableObject);

// Get the GUID and the local file identifier of the scriptable object and the material. string materialGUID, scriptableObjectGUID; long materialFileID, scriptableObjectFileID; AssetDatabase.TryGetGUIDAndLocalFileIdentifier(scriptableObject, out scriptableObjectGUID, out scriptableObjectFileID); AssetDatabase.TryGetGUIDAndLocalFileIdentifier(material, out materialGUID, out materialFileID);

// Print type, local file identifier and path of the two assets. // Notice that the nested assets has the same path as the parent but different local file identifier. Debug.Log(scriptableObject.name+" type: "+ AssetDatabase.GetTypeFromPathAndFileID(scriptableObjectPath, scriptableObjectFileID) + ", fileID: "+scriptableObjectFileID+", path: " + scriptableObjectPath); Debug.Log(material.name+" type: "+ AssetDatabase.GetTypeFromPathAndFileID(scriptableObjectPath, materialFileID) + ", fileID: " + materialFileID + ", path: " + scriptableObjectPath); } }

public class DummyObject : ScriptableObject { public string objectName = "dummy"; }
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