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使用ObjectFactory类脚本一段代码,允许您创建自己的组件、触发游戏事件、随时间修改组件属性以及以您喜欢的任何方式响应用户输入。更多信息
请参阅术语表创建新的游戏对象Unity 场景中的基本对象,可以表示角色、道具、风景、相机、航路点等。游戏对象的功能由附加到它的组件定义。更多信息
请参阅术语表、组件和默认情况下支持和继承预设的资源。这ObjectFactory类会自动将默认预设应用于这些项目。
要默认支持和启用自定义类的预设,它们必须继承自以下内容之一:
预设检查器一个 Unity 窗口,显示有关当前选定游戏对象、资产或项目设置的信息,允许您检查和编辑值。更多信息
请参阅术语表window 创建类的临时实例,以便用户可以修改其值。因此,请确保你的类不会影响或依赖其他对象,例如静态值、项目资产或场景场景包含游戏的环境和菜单。将每个唯一的场景文件视为一个独特的关卡。在每个场景中,你放置你的环境、障碍物和装饰品,基本上是将你的游戏设计和构建成碎片。更多信息
请参阅术语表实例。
以下一系列示例演示了如何将预设设置添加到简单的EditorWindow.创建自定义时EditorWindow类,其设置可以保存到预设中:
使用ScriptableObject以存储设置的副本。(可选)添加CustomEditor属性。预设系统处理此对象。
始终使用这个临时的ScriptableObjectInspector 以在 UI 中显示预设设置。这允许您的用户在您的EditorWindow就像编辑保存的预设一样。
公开预设按钮并使用您自己的按钮PresetSelectorReceiver实现以保持您的EditorWindow在“选择预设”窗口中选择预设时的设置是最新的。
以下示例演示了ScriptableObject在自定义窗口中保留和显示设置:
using UnityEngine;
// Temporary ScriptableObject used by the Preset system
public class MyWindowSettings : ScriptableObject
{
[SerializeField]
string m_SomeSettings;
public void Init(MyEditorWindow window)
{
m_SomeSettings = window.someSettings;
}
public void ApplySettings(MyEditorWindow window)
{
window.someSettings = m_SomeSettings;
window.Repaint();
}
}
以下示例使用PresetSelectorReceiver更新ScriptableObject在自定义窗口中使用:
using UnityEditor.Presets;
// PresetSelector receiver to update the EditorWindow with the selected values.
public class MySettingsReceiver : PresetSelectorReceiver
{
Preset initialValues;
MyWindowSettings currentSettings;
MyEditorWindow currentWindow;
public void Init(MyWindowSettings settings, MyEditorWindow window)
{
currentWindow = window;
currentSettings = settings;
initialValues = new Preset(currentSettings);
}
public override void OnSelectionChanged(Preset selection)
{
if (selection != null)
{
// Apply the selection to the temporary settings
selection.ApplyTo(currentSettings);
}
else
{
// None have been selected. Apply the Initial values back to the temporary selection.
initialValues.ApplyTo(currentSettings);
}
// Apply the new temporary settings to our manager instance
currentSettings.ApplySettings(currentWindow);
}
public override void OnSelectionClosed(Preset selection)
{
// Call selection change one last time to make sure you have the last selection values.
OnSelectionChanged(selection);
// Destroy the receiver here, so you don't need to keep a reference to it.
DestroyImmediate(this);
}
}
以下示例创建了一个EditorWindow使用临时 ScriptableObject Inspector 及其预设按钮显示自定义设置:
using UnityEngine;
using UnityEditor;
using UnityEditor.Presets;
public class MyEditorWindow : EditorWindow
{
// get the Preset icon and a style to display it
private static class Styles
{
public static GUIContent presetIcon = EditorGUIUtility.IconContent("Preset.Context");
public static GUIStyle iconButton = new GUIStyle("IconButton");
}
Editor m_SettingsEditor;
MyWindowSettings m_SerializedSettings;
public string someSettings
{
get { return EditorPrefs.GetString("MyEditorWindow_SomeSettings"); }
set { EditorPrefs.SetString("MyEditorWindow_SomeSettings", value); }
}
// Method to open the window
[MenuItem("Window/MyEditorWindow")]
static void OpenWindow()
{
GetWindow<MyEditorWindow>();
}
void OnEnable()
{
// Create your settings now and its associated Inspector
// that allows to create only one custom Inspector for the settings in the window and the Preset.
m_SerializedSettings = ScriptableObject.CreateInstance<MyWindowSettings>();
m_SerializedSettings.Init(this);
m_SerializedSettings.hideFlags = HideFlags.DontSave;
m_SettingsEditor = Editor.CreateEditor(m_SerializedSettings);
m_SettingsEditor.hideFlags = HideFlags.DontSave;
}
void OnDisable()
{
Object.DestroyImmediate(m_SerializedSettings);
Object.DestroyImmediate(m_SettingsEditor);
}
void OnGUI()
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("My custom settings", EditorStyles.boldLabel);
GUILayout.FlexibleSpace();
// create the Preset button at the end of the "MyManager Settings" line.
var buttonPosition = EditorGUILayout.GetControlRect(false, EditorGUIUtility.singleLineHeight, Styles.iconButton);
if (EditorGUI.DropdownButton(buttonPosition, Styles.presetIcon, FocusType.Passive, Styles.iconButton))
{
// Create a receiver instance. This destroys itself when the window appears, so you don't need to keep a reference to it.
var presetReceiver = ScriptableObject.CreateInstance<MySettingsReceiver>();
presetReceiver.Init(m_SerializedSettings, this);
// Show the PresetSelector modal window. The presetReceiver updates your data.
PresetSelector.ShowSelector(m_SerializedSettings, null, true, presetReceiver);
}
EditorGUILayout.EndHorizontal();
// Draw the settings default Inspector and catch any change made to it.
EditorGUI.BeginChangeCheck();
m_SettingsEditor.OnInspectorGUI();
if (EditorGUI.EndChangeCheck())
{
// Apply changes made in the settings editor to our instance.
m_SerializedSettings.ApplySettings(this);
}
}
}