Generic class for storing Editor state.
The ScriptableSingleton generic class allows you to create 'Manager' type classes in the Unity Editor. In classes that derive from ScriptableSingleton, serializable data you add survives assembly reloading in the Editor. Also, if the class uses the FilePathAttribute, the serializable data persists between sessions of Unity.
using System.Collections.Generic; using UnityEditor; using UnityEngine;
[FilePath("SomeSubFolder/StateFile.foo", FilePathAttribute.Location.PreferencesFolder)] public class MySingleton : ScriptableSingleton<MySingleton> { [SerializeField] float m_Number = 42;
[SerializeField] List<string> m_Strings = new List<string>();
public void Modify() { m_Number *= 2; m_Strings.Add("Foo" + m_Number);
Save(true); Debug.Log("Saved to: " + GetFilePath()); }
public void Log() { Debug.Log("MySingleton state: " + JsonUtility.ToJson(this, true)); } }
static class MySingletonMenuItems { [MenuItem("SingletonTest/Log")] static void LogMySingletonState() { MySingleton.instance.Log(); }
[MenuItem("SingletonTest/Modify")] static void ModifyMySingletonState() { MySingleton.instance.Modify(); } }
instance | Gets the instance of the Singleton. Unity creates the Singleton instance when this property is accessed for the first time. If you use the FilePathAttribute, then Unity loads the data on the first access as well. |
Save | Saves the current state of the ScriptableSingleton. |
GetFilePath | Get the file path where this ScriptableSingleton is saved to. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | オブジェクト名 |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | original のオブジェクトをクローンします |
CreateInstance | ScriptableObject のインスタンスを作成します。 |
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。 |
Awake | ScriptableObject スクリプトを開始するとき、この関数は呼び出されます。 |
OnDestroy | ScriptableObject が破棄されるとき、この関数は呼び出されます。 |
OnDisable | ScriptableObject クラスのオブジェクトがスコープを外れるとき、この関数は呼び出されます。 |
OnEnable | オブジェクトがロードされたとき、この関数は呼び出されます。 |
OnValidate | Editor-only function that Unity calls when the script is loaded or a value changes in the Inspector. |
Reset | デフォルト値にリセットします |
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