音频导入器允许您从编辑器脚本修改 AudioClip 导入设置。
此类中的设置与 Audio Import Settings 中显示的设置匹配。
ambisonic | 设置此标志后,系统会将音频剪辑当做立体混相声处理。 |
defaultSampleSettings | AudioClip 导入器的默认样本设置。 |
forceToMono | 将音频剪辑强制设置为单声道? |
loadInBackground | 对应于 AudioClip 检视面板中的“Load In Background”标志,当设置该标志时,将在不阻塞主线程的情况下延时加载剪辑。 |
preloadAudioData | 加载剪辑资源时预加载剪辑的音频数据。当该标志关闭时,脚本必须调用 AudioClip.LoadAudioData() 来在播放剪辑前加载数据。加载音频数据前,可以使用长度、声道和格式等属性。 |
ClearSampleSettingOverride | 清除给定平台的采样设置覆盖值。 |
ContainsSampleSettingsOverride | 返回给定构建目标当前是否已覆盖采样设置。 |
GetOverrideSampleSettings | 返回给定平台的当前覆盖设置。 |
SetOverrideSampleSettings | 为给定平台设置覆盖采样设置。 |
assetBundleName | 获取或设置 AssetBundle 名称。 |
assetBundleVariant | 获取或设置 AssetBundle 变体。 |
assetPath | 此导入器的资源的路径名称。(只读) |
importSettingsMissing | 如果导入的资源未随附任何元文件,则此值为 true。 |
userData | 获取或设置任意用户数据。 |
hideFlags | 该对象应该隐藏、随场景一起保存还是由用户修改? |
name | 对象的名称。 |
AddRemap | 将子资源从导入的资源(例如 FBX 文件)映射到同类型的外部资源。 |
GetExternalObjectMap | 获取 AssetImporter 使用的外部对象映射的副本。 |
RemoveRemap | 从外部对象的映射中删除项。 |
SaveAndReimport | 如果资源导入器已标记为“脏”,则保存资源导入器设置。 |
SetAssetBundleNameAndVariant | 设置 AssetBundle 名称和变体。 |
GetInstanceID | 返回对象的实例 ID。 |
ToString | 返回 GameObject 的名称。 |
GetAtPath | 在 path 处检索资源的资源导入器。 |
Destroy | 删除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
FindObjectOfType | 返回第一个类型为 type 的已加载的激活对象。 |
FindObjectsOfType | 返回所有类型为 type 的已加载的激活对象的列表。 |
Instantiate | 克隆 original 对象并返回克隆对象。 |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |
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