settingsWindowPath | Settings 窗口中的设置路径。使用“/”作为分隔符。如果未提供,则最后一个标记将成为设置标签。 |
editorCreator | 仿函数,用于创建能够修改设置的 Editor。 |
keywords | 要与用户搜索内容进行比较的关键字列表。当用户在 Settings 窗口的搜索框中输入值时,SettingsProvider.HasSearchInterest 会尝试将这些关键字与此列表进行匹配。 |
settingsGetter | 仿函数,用于创建或获取设置对象。 |
创建一个新的 AssetSettingsProvider,以便可以封装旧版设置(即先前在 Inspector 中显示的设置)。
using UnityEditor; using UnityEngine;
// Create a new type of Settings Asset. class MyCustomSettings : ScriptableObject { public const string k_MyCustomSettingsPath = "Assets/Editor/MyCustomSettings.asset";
[SerializeField] private int m_Number;
[SerializeField] private string m_SomeString;
internal static SerializedObject GetSettings() { var settings = AssetDatabase.LoadAssetAtPath<MyCustomSettings>(k_MyCustomSettingsPath); if (settings == null) { settings = ScriptableObject.CreateInstance<MyCustomSettings>(); settings.m_Number = 42; settings.m_SomeString = "The answer to the universe"; AssetDatabase.CreateAsset(settings, k_MyCustomSettingsPath); }
return new SerializedObject(settings); } }
[CustomEditor(typeof(MyCustomSettings))] class MyCustomSettingsEditor : Editor { // Nothing to do. This uses the Generic Editor to display MyCustomSettings properties }
class AssetSettingsProviderRegister { [SettingsProvider] public static SettingsProvider CreateFromFilePath() { // Create an AssetSettingsProvider from a file path: var provider = AssetSettingsProvider.CreateProviderFromAssetPath("Project/AssetSettings/FromFile", MyCustomSettings.k_MyCustomSettingsPath);
// Register keywords from the properties of MyCustomSettings provider.keywords = SettingsProvider.GetSearchKeywordsFromSerializedObject(new SerializedObject(AssetDatabase.LoadAllAssetsAtPath(MyCustomSettings.k_MyCustomSettingsPath))); return provider; }
[SettingsProvider] public static SettingsProvider CreateFromSettingsObject() { // Create an AssetSettingsProvider from a settings object (UnityEngine.Object): var settingsObj = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(MyCustomSettings.k_MyCustomSettingsPath); var provider = AssetSettingsProvider.CreateProviderFromObject("Project/AssetSettings/FromObject", settingsObj);
// Register keywords from the properties of MyCustomSettings provider.keywords = SettingsProvider.GetSearchKeywordsFromSerializedObject(new SerializedObject(settingsObj)); return provider; }
[SettingsProvider] public static SettingsProvider CreateFromSettingsFromFunctor() { // Create an AssetSettingsProvider from a functor that must return a UnityEngine.Object: var provider = new AssetSettingsProvider("Project/AssetSettings/FromFunctor", () => Editor.CreateEditor(AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(MyCustomSettings.k_MyCustomSettingsPath)));
// Register keywords from the properties of MyCustomSettings provider.keywords = SettingsProvider.GetSearchKeywordsFromSerializedObject(new SerializedObject(AssetDatabase.LoadAllAssetsAtPath(MyCustomSettings.k_MyCustomSettingsPath))); return provider; } }