此类允许您通过脚本修改 Editor Build Settings。请参阅 EditorBuildSettings.scenes,查看如何使用此类的示例。
另请参阅:EditorBuildSettingsScene、EditorBuildSettings.scenes。
scenes | 应包含在构建中的场景列表。 这与 Build Settings 窗口中显示的场景列表相同。您可以修改此列表,以设置应在构建中包含哪些场景。 |
AddConfigObject | 按名称存储对配置对象的引用。对象必须是项目中的资源,否则在重新启动编辑器或重新加载脚本时将不会保存该对象。为避免与其他包产生名称冲突,建议使用命名空间对名称加以限定,即"company.package.name"。 |
GetConfigObjectNames | 返回一个字符串数组,其中包含所有已存储的配置对象引用的名称。 |
RemoveConfigObject | 按名称删除配置对象引用。 |
TryGetConfigObject | 按名称检索配置对象引用。 |
sceneListChanged | 每当设置 EditorBuildSettings.scenes 时调用的委托。 |
GetInstanceID | 返回对象的实例 ID。 |
ToString | 返回对象的名称。 |
Destroy | 移除 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 | Gets a list of all loaded objects of Type type. |
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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