assetPath | 要对其执行操作的资源。 |
subAssets | assetPath 中所有资源的数组。 |
width | 所创建纹理的宽度。 |
height | 所创建纹理的高度。 |
Texture2D 生成的纹理或 null。
如果要渲染静态预览,可重载此方法。
重载后,RenderStaticPreview 可用于渲染
已转换为单个纹理的资源列表。此函数需要
用户提供的源代码,用于将资源整合在一起。创建纹理的
大小可由提供的宽度和高度确定。
如果返回 null,则使用类类型的内置图标。
// Render the provided asset texture into an Inspector thumbnail. using UnityEngine; using System.Collections; using UnityEditor;
using System.IO;
public class Example : ScriptableObject { public Texture2D PreviewIcon; }
[CustomEditor(typeof(Example))] public class ExampleEditor : UnityEditor.Editor { public static void CreateAsset<Example>() where Example : ScriptableObject { Example asset = ScriptableObject.CreateInstance<Example>();
string path = AssetDatabase.GetAssetPath(Selection.activeObject);
if (path == "") { path = "Assets"; } else if (Path.GetExtension(path) != "") { path = path.Replace(Path.GetFileName(AssetDatabase.GetAssetPath(Selection.activeObject)), ""); }
string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(path + "/New " + typeof(Example).ToString() + ".asset");
AssetDatabase.CreateAsset(asset, assetPathAndName); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); EditorUtility.FocusProjectWindow(); Selection.activeObject = asset; }
[MenuItem("Examples/RenderStaticPreview example")] public static void CreateAsset() { CreateAsset<Example>(); }
public override void OnInspectorGUI() { Example e = (Example)target;
EditorGUI.BeginChangeCheck();
// Example has a single arg called PreviewIcon which is a Texture2D e.PreviewIcon = (Texture2D) EditorGUILayout.ObjectField( "Thumbnail", // string e.PreviewIcon, // Texture2D typeof(Texture2D), // Texture2D object, of course false // allowSceneObjects );
if (EditorGUI.EndChangeCheck()) { EditorUtility.SetDirty(e); AssetDatabase.SaveAssets(); Repaint(); } }
public override Texture2D RenderStaticPreview(string assetPath, Object[] subAssets, int width, int height) { Example example = (Example)target;
if (example == null || example.PreviewIcon == null) return null;
// example.PreviewIcon must be a supported format: ARGB32, RGBA32, RGB24, // Alpha8 or one of float formats Texture2D tex = new Texture2D (width, height); EditorUtility.CopySerialized (example.PreviewIcon, tex);
return tex; } }
no example available in C#
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.