Version: 2022.1
언어: 한국어

EditorApplication

class in UnityEditor

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설명

Main Application class.

정적 변수

applicationContentsPathPath to the Unity editor contents folder. (Read Only)
applicationPathReturns the path to the Unity editor application. (Read Only)
contextualPropertyMenuCallback raised whenever the user contex-clicks on a property in an Inspector.
delayCallDelegate which is called once after all inspectors update.
hierarchyWindowItemOnGUIDelegate for OnGUI events for every visible list item in the HierarchyWindow.
isCompilingIs editor currently compiling scripts? (Read Only)
isPausedIs editor currently paused?
isPlayingIs editor currently in play mode?
isPlayingOrWillChangePlaymodeIs editor either currently in play mode, or about to switch to it? (Read Only)
isRemoteConnectedIs editor currently connected to Unity Remote 4 client app.
isTemporaryProjectReturns true if the current project was created as a temporary project.
isUpdatingTrue if the Editor is currently refreshing the AssetDatabase.
modifierKeysChangedDelegate for changed keyboard modifier keys.
projectWindowItemInstanceOnGUIDelegate for OnGUI events for every visible list item in the ProjectWindow.
projectWindowItemOnGUIDelegate for OnGUI events for every visible list item in the ProjectWindow.
searchChangedCallback raised whenever the contents of a window's search box are changed.
timeSinceStartupThe time since the editor was started. (Read Only)
updateDelegate for generic updates.

정적 함수

BeepPlays system beep sound.
DirtyHierarchyWindowSortingSet the hierarchy sorting method as dirty.
EnterPlaymodeSwitches the editor to Play mode.
ExecuteMenuItemInvokes the menu item in the specified path.
ExitExit the Unity editor application.
ExitPlaymodeSwitches the editor to Edit mode.
LockReloadAssembliesPrevents loading of assemblies when it is inconvenient.
OpenProjectOpen another project.
QueuePlayerLoopUpdateNormally, a player loop update will occur in the editor when the Scene has been modified. This method allows you to queue a player loop update regardless of whether the Scene has been modified.
RepaintHierarchyWindowCan be used to ensure repaint of the HierarchyWindow.
RepaintProjectWindowCan be used to ensure repaint of the ProjectWindow.
SetTemporaryProjectKeepPathSets the path that Unity should store the current temporary project at, when the project is closed.
StepPerform a single frame step.
UnlockReloadAssembliesMust be called after LockReloadAssemblies, to reenable loading of assemblies.

Events

hierarchyChangedEvent that is raised when an object or group of objects in the hierarchy changes.
pauseStateChangedEvent that is raised whenever the Editor's pause state changes.
playModeStateChangedEvent that is raised whenever the Editor's play mode state changes.
projectChangedEvent that is raised whenever the state of the project changes.
quittingUnity raises this event when the editor application is quitting.
wantsToQuitUnity raises this event when the editor application wants to quit.

델리게이트

CallbackFunctionDelegate to be called from EditorApplication callbacks.
HierarchyWindowItemCallbackDelegate to be called for every visible list item in the HierarchyWindow on every OnGUI event.
ProjectWindowItemCallbackDelegate to be called for every visible list item in the ProjectWindow on every OnGUI event. Use this if you if you want to extend the functionality of the Project window. For example, to display information or tools relating to the assets that are visible.
ProjectWindowItemInstanceCallbackDelegate to be called for every visible list item in the ProjectWindow on every OnGUI event. Use this if you if you want to extend the functionality of the Project window. For example, to display information or tools relating to the assets or sub-assets that are visible.
SerializedPropertyCallbackFunctionDelegate to be called from EditorApplication contextual inspector callbacks.