主应用程序类。
applicationContentsPath | Unity 编辑器 contents 文件夹的路径。(只读) |
applicationPath | 返回 Unity 编辑器应用程序的路径。(只读) |
contextualPropertyMenu | 每当用户上下文单击 Inspector 中的属性时引发的回调。 |
delayCall | 在所有检视面板更新之后调用一次的委托。 |
hierarchyWindowItemOnGUI | Hierarchy 窗口中每个可见列表项的 OnGUI 事件的委托。 |
isCompiling | 编辑器当前是否正在编译脚本?(只读) |
isPaused | 编辑器当前是否已暂停? |
isPlaying | 编辑器当前是否处于播放模式? |
isPlayingOrWillChangePlaymode | 编辑器当前是处于播放模式,还是即将切换到该模式?(只读) |
isRemoteConnected | 编辑器当前是否已连接到 Unity Remote 4 客户端应用程序。 |
isTemporaryProject | 如果当前项目是作为临时项目创建的,则返回 true。 |
isUpdating | 如果编辑器当前正在刷新 AssetDatabase,则为 true。 |
modifierKeysChanged | 已更改的键盘修改键的委托。 |
projectWindowItemOnGUI | Project 窗口中每个可见列表项的 OnGUI 事件的委托。 |
searchChanged | 每当窗口的搜索框的内容发生更改时引发的回调。 |
timeSinceStartup | 自编辑器启动以来经过的时间。(只读) |
update | 通用更新的委托。 |
Beep | 播放系统哔哔声。 |
DirtyHierarchyWindowSorting | 将层级视图排序方法设置为“脏”。 |
EnterPlaymode | 将编辑器切换为运行模式。 |
ExecuteMenuItem | 调用指定路径中的菜单项。 |
Exit | 退出 Unity 编辑器应用程序。 |
ExitPlaymode | 将编辑器切换为编辑模式。 |
LockReloadAssemblies | 防止在不方便时加载程序集。 |
OpenProject | 打开另一个项目。 |
QueuePlayerLoopUpdate | 通常情况下,当场景被修改后,编辑器中将发生播放器循环更新。无论场景是否已被修改,此方法都允许您对播放器循环更新进行排队。 |
RepaintHierarchyWindow | 可用于确保重绘 Hierarchy 窗口。 |
RepaintProjectWindow | 可用于确保重绘 Project 窗口。 |
SetTemporaryProjectKeepPath | 设置 Unity 在关闭当前的临时项目时应在哪个路径存储该项目。 |
Step | 执行单帧步骤。 |
UnlockReloadAssemblies | 必须在 LockReloadAssemblies 之后调用,以重新启用程序集的加载过程。 |
hierarchyChanged | 当层级视图中的对象或对象组发生更改时引发的事件。 |
pauseStateChanged | 每当编辑器的暂停状态发生更改时引发的事件。 |
playModeStateChanged | 每当编辑器的播放模式状态发生更改时引发的事件。 |
projectChanged | 每当项目的状态发生更改时引发的事件。 |
quitting | 当编辑器应用程序退出时,Unity 会引发此事件。 |
wantsToQuit | 当编辑器应用程序想要退出时,Unity 会引发此事件。 |
CallbackFunction | 要从 EditorApplication 回调中调用的委托。 |
HierarchyWindowItemCallback | 要在每个 OnGUI 事件上为 Hierarchy 窗口中的每个可见列表项调用的委托。 |
ProjectWindowItemCallback | 要在每个 OnGUI 事件上为 Project 窗口中的每个可见列表项调用的委托。 |
SerializedPropertyCallbackFunction | 要从 EditorApplication 上下文检视面板回调中调用的委托。 |
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