Version: 2022.2
言語: 日本語

Preset

class in UnityEditor.Presets

/

継承:Object

マニュアルに切り替える

説明

A Preset contains default values for an Object.

The Preset class contains the type of the Object used to create it and a list of each serialized property/value pair of this Object. It can be used to store informations from any serializable Object in the Editor and apply them back to this Object or any other Object of the same type. Presets can also be saved as Assets using the .preset extension in order to.

using UnityEditor;
using UnityEditor.Presets;
using UnityEngine;

public static class PresetUsageExample { // This method uses a Preset to copy the serialized values from the source to the target and return true if the copy succeed. public static bool CopyObjectSerialization(Object source, Object target) { Preset preset = new Preset(source); return preset.ApplyTo(target); }

// This method creates a Preset from a given Object and save it as an asset in the project. public static void CreatePresetAsset(Object source, string name) { Preset preset = new Preset(source); AssetDatabase.CreateAsset(preset, "Assets/" + name + ".preset"); } }

変数

excludedPropertiesList of properties to ignore when applying the Preset to an object.
PropertyModificationsReturns a copy of the PropertyModification array owned by this Preset.

コンストラクタ

PresetConstructs a new Preset from a given Object.

Public 関数

ApplyToApplies this Preset to the target object.
CanBeAppliedToReturns true if this Preset can be applied to the target Object.
DataEqualsDetermines if the target object has the same serialized values as the Preset.
GetPresetTypeReturns the PresetType of this Preset.
GetTargetFullTypeNameReturns a human readable string of this Preset's target fulltype, including namespace.
GetTargetTypeNameReturns a human readable string of this Preset's target type.
IsValidReturns true if the Preset type of this Preset is valid.
UpdatePropertiesUpdates this Preset's properties from the given Object's values. The given Object's type must match this Preset's type.

Static 関数

GetAllDefaultTypesReturns all the PresetType that have at least one DefaultPreset entry in the default Presets list.
GetDefaultPresetsForObjectGets the ordered list of Presets that set its default values when applied to the target.
GetDefaultPresetsForTypeGets an ordered list of DefaultPreset based on the specified PresetType.
IsEditorTargetAPresetReturns true if the given target is a temporary UnityEngine.Object instance created from inside a PresetEditor.
RemoveFromDefaultRemove the Preset type from having default values in the project.
SetDefaultPresetsForTypeSets a default list of Presets with a filter for a specific PresetType.

継承メンバー

変数

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameオブジェクト名

Public 関数

GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static 関数

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectOfTypeタイプ type から最初に見つけたアクティブのオブジェクトを返します
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
Instantiateoriginal のオブジェクトをクローンします

Operator

boolオブジェクトが存在するかどうか
operator !=二つのオブジェクトが異なるオブジェクトを参照しているか比較します
operator ==2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。