class in UnityEditor.Experimental.AssetImporters
使用此方法属性可指定哪些方法对导入的资源声明依赖关系。方法有 AssetDatabase 在导入过程中调用。
AssetDatabase 在导入依赖资源之前导入方法通过此属性声明的依赖关系。只要依赖关系资源更改,它还会重新导入该依赖关系资源。使用此经过声明的依赖关系可以在 AssetPostprocessor 回调中安全加载依赖关系。
此示例说明如何声明由 ModelImporter 导入的两个预制件之间的依赖关系以及如何在 AssetPostprocessor 中使用这两个预制件。
using UnityEditor; using UnityEditor.Experimental.AssetImporters; using UnityEngine;
public class ProceduralParentPostprocessor : AssetPostprocessor { private const string s_DependentPath = "Assets/ProceduralPrefab.fbx"; private const string s_DependencyPath = "Assets/DependencyPrefab.fbx";
[CollectImportedDependencies(typeof(ModelImporter), 1)] public static string[] CollectImportedDependenciesForModelImporter(string assetPath) { if (assetPath.Equals(s_DependentPath)) return new[] { s_DependencyPath };
return null; }
void OnPostprocessMeshHierarchy(GameObject root) { if (root.name == "ProceduralPrefabRoot") { // Add a new child game object var go = AssetDatabase.LoadMainAssetAtPath(s_DependencyPath) as GameObject; Object.Instantiate(go, root.transform, true); } } }
注意:该属性仅对 AssetPostprocessor 回调支持原生导入器类型:ModelImporter、TextureImporter、AudioImporter 和 SpeedTreeImporter。
importerType | 为其声明导入依赖关系的 getter 的导入器类型。 |
version | 导入依赖关系 getter 的版本。 |
CollectImportedDependenciesAttribute | 使用 CollectImportedDependencies 属性可为导入的依赖关系声明 getter。 |
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