有时,若能够在 Unity 启动时立即在项目中运行一些 Editor 脚本代码而无需用户进行操作,这会很有用处。为实现此目的,可将 InitializeOnLoad 属性应用于具有静态构造函数的类。静态构造函数是一个与类同名的函数,声明为 static,没有返回类型或参数(有关更多信息,请参阅此处):
using UnityEngine;
using UnityEditor;
[InitializeOnLoad]
public class Startup {
static Startup()
{
Debug.Log("Up and running");
}
}
在使用任何静态函数或类实例之前始终会调用静态构造函数,但 InitializeOnLoad 属性可确保在 Editor 启动时调用该函数。
如何使用这种技术的一个例子是在 Editor 中设置常规回调(在某种程度上相当于“帧更新”)。EditorApplication 类有一个名为 update 的委托会在 Editor 运行时每秒调用很多次。要在项目启动时启用此委托,可使用如下代码:
using UnityEditor;
using UnityEngine;
[InitializeOnLoad]
class MyClass
{
static MyClass ()
{
EditorApplication.update += Update;
}
static void Update ()
{
Debug.Log("Updating");
}
}
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