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。 |
settingsObj | 要显示的设置对象 |
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。 |
AssetSettingsProvider 返回一个将为此特定资源创建 Editor 的 AssetSettingsProvider。
从设置对象创建 AssetSettingsProvider。
using UnityEngine; using UnityEditor;
class MyCustomSettings : ScriptableObject { public const string k_MyCustomSettingsPath = "Assets/Editor/MyCustomSettings.asset";
[SerializeField] private int m_Number;
[SerializeField] private string m_SomeString;
internal static MyCustomSettings GetOrCreateSettings() { 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); AssetDatabase.SaveAssets(); } return settings; }
internal static SerializedObject GetSerializedSettings() { return new SerializedObject(GetOrCreateSettings()); } }
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 returns 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; } }
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