Experimental: this API is experimental and might be changed or removed in the future.

AssetImporterEditor

class in UnityEditor.Experimental.AssetImporters

/

Inherits from:Editor

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Description

Default editor for all asset importer settings.

Use the default editor to edit the import settings for assets. You can define a custom import settings editor for a specific asset type. To do this, create a new class that inherits from AssetImporterEditor and uses a CustomEditorAttribute that refers to a ScriptedImporter.

The following example shows how to make a custom ScriptedImporterEditor for a ScriptedImporter with a custom layout.

using System.IO;
using UnityEditor;
using UnityEditor.Experimental.AssetImporters;
using UnityEngine;

[CustomEditor(typeof(TransformImporter))] [CanEditMultipleObjects] public class TransformImporterEditor : ScriptedImporterEditor { // Stored SerializedProperty to draw in OnInspectorGUI. SerializedProperty m_GenerateChild;

public override void OnEnable() { base.OnEnable(); // Once in OnEnable, retrieve the serializedObject property and store it. m_GenerateChild = serializedObject.FindProperty("generateChild"); }

public override void OnInspectorGUI() { // Update the serializedObject in case it has been changed outside the Inspector. serializedObject.Update();

// Draw the boolean property. EditorGUILayout.PropertyField(m_GenerateChild);

// Apply the changes so Undo/Redo is working serializedObject.ApplyModifiedProperties();

// Call ApplyRevertGUI to show Apply and Revert buttons. ApplyRevertGUI(); } }

[ScriptedImporter(0, ".transform")] public class TransformImporter : ScriptedImporter { public bool generateChild;

public override void OnImportAsset(AssetImportContext ctx) { GameObject root = ObjectFactory.CreateGameObject(Path.GetFileNameWithoutExtension(ctx.assetPath)); if (generateChild) { GameObject child = ObjectFactory.CreateGameObject("child"); child.transform.SetParent(root.transform); } ctx.AddObjectToAsset("main", root); ctx.SetMainObject(root); } }

The following example demonstrates a specific case where the user cannot change settings and the Apply/Revert buttons are hidden with needsApplyRevert.

using System.IO;
using UnityEditor;
using UnityEditor.Experimental.AssetImporters;
using UnityEngine;

[CustomEditor(typeof(EmptinessImporter))] [CanEditMultipleObjects] public class EmptinessImporterEditor : ScriptedImporterEditor { //Let the parent class know that the Apply/Revert mechanism is skipped. protected override bool needsApplyRevert => false;

public override void OnInspectorGUI() { // Draw some information EditorGUILayout.HelpBox("Because this Importer doesn't have any settings, the Apply/Revert buttons are hidden.", MessageType.None); } }

[ScriptedImporter(0, ".emptiness")] public class EmptinessImporter : ScriptedImporter { public override void OnImportAsset(AssetImportContext ctx) { GameObject root = ObjectFactory.CreateGameObject(Path.GetFileNameWithoutExtension(ctx.assetPath)); ctx.AddObjectToAsset("main", root); ctx.SetMainObject(root); } }

The following example shows how to use extraDataType to read or save settings that are not part of the ScriptedImporter serialization, in the custom AssetImporterEditor.

using System;
using System.IO;
using UnityEditor;
using UnityEditor.Experimental.AssetImporters;
using UnityEngine;
using Object = UnityEngine.Object;

[CustomEditor(typeof(BooleanImporter))] [CanEditMultipleObjects] public class BooleanImporterEditor : ScriptedImporterEditor { // Property to show in the custom OnInspectorGUI. SerializedProperty m_BooleanProperty;

// override extraDataType to return the type that will be used in the Editor. protected override Type extraDataType => typeof(BooleanClass);

// override InitializeExtraDataInstance to set up the data. protected override void InitializeExtraDataInstance(Object extraTarget, int targetIndex) { var boolean = (BooleanClass)extraTarget; // Read the boolean value from the text file and fill the extraTarget object with the data. string fileContent = File.ReadAllText(((AssetImporter)targets[targetIndex]).assetPath); if (!bool.TryParse(fileContent, out boolean.boolean)) { boolean.boolean = false; } }

protected override void Apply() { base.Apply(); // After the Importer is applied, rewrite the file with the custom value. for (int i = 0; i < targets.Length; i++) { string path = ((AssetImporter)targets[i]).assetPath; File.WriteAllText(path, ((BooleanClass)extraDataTargets[i]).boolean.ToString()); } }

public override void OnEnable() { base.OnEnable(); // In OnEnable, retrieve the importerUserSerializedObject property and store it. m_BooleanProperty = extraDataSerializedObject.FindProperty("boolean"); }

public override void OnInspectorGUI() { // Note: you don't need to call serializedObject.Update or serializedObject.ApplyModifiedProperties // because you are not changing the target (serializedObject) itself.

// Update the importerUserSerializedObject in case it has been changed outside the Inspector. extraDataSerializedObject.Update();

// Draw the boolean property. EditorGUILayout.PropertyField(m_BooleanProperty);

// Apply the changes so Undo/Redo is working. extraDataSerializedObject.ApplyModifiedProperties();

// Call ApplyRevertGUI to show Apply and Revert buttons. ApplyRevertGUI(); } }

public class BooleanClass : ScriptableObject { public bool boolean; }

[ScriptedImporter(0, ".boolean")] public class BooleanImporter : ScriptedImporter { public override void OnImportAsset(AssetImportContext ctx) { string fileContent = File.ReadAllText(ctx.assetPath); var booleanObj = ObjectFactory.CreateInstance<BooleanClass>(); if (!bool.TryParse(fileContent, out booleanObj.boolean)) { booleanObj.boolean = false; } ctx.AddObjectToAsset("main", booleanObj); ctx.SetMainObject(booleanObj); Debug.Log("Imported Boolean value: " + booleanObj.boolean); } }

You can also use ScriptedImporter settings and extraData in the same AssetImporterEditor:

using UnityEditor;
using UnityEditor.Experimental.AssetImporters;

[CustomEditor(typeof(SomeScriptedImporter))] [CanEditMultipleObjects] public class SomeImporterEditor : ScriptedImporterEditor { // ...

public override void OnInspectorGUI() { serializedObject.Update(); extraDataSerializedObject.Update();

// Use propertyDrawers and custom GUI for any property from both serializedObject and extraDataSerializedObject.

extraDataSerializedObject.ApplyModifiedProperties(); serializedObject.ApplyModifiedProperties();

ApplyRevertGUI(); } }

[ScriptedImporter(0, ".someFile")] public class SomeScriptedImporter : ScriptedImporter { public override void OnImportAsset(AssetImportContext ctx) { // ... } }

Variables

showImportedObjectShould imported object be shown as a separate editor?
useAssetDrawPreviewDetermines if the asset preview is handled by the AssetEditor or the Importer DrawPreview

Public Functions

HasModifiedDetermine if the import settings have been modified.
OnDisableThis function is called when the editor object goes out of scope.
OnEnableThis function is called when the object is loaded.

Protected Functions

ApplySaves any changes from the Editor's control into the asset's import settings object.
ApplyButtonImplements the 'Apply' button of the inspector.
ApplyRevertGUIAdd's the 'Apply' and 'Revert' buttons to the editor.
AwakeThis function is called when the Editor script is started.
OnApplyRevertGUIProcess the 'Apply' and 'Revert' buttons.
ResetValuesReset the import settings to their last saved values.
RevertButtonImplements the 'Revert' button of the inspector.

Inherited members

Variables

serializedObject SerializedObject, представляющий инспектируемый объект или объекты.
targetИнспектируемый объект.
targetsМассив всех инспектируемых объектов.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Functions

DrawDefaultInspectorDraws the built-in inspector.
DrawHeaderВызывайте эту функцию для отрисовки заголовка редактора.
DrawPreviewЭто первая входная точка для рисования области предпросмотра.
GetInfoStringРеализуйте этот метод, чтобы показать информацию об ассете поверх предпросмотра ассета.
GetPreviewTitleПереопределите этот метод, если вы хотите изменить название области предпросмотра (preview).
HasPreviewGUIПереопределите этот метод в подклассах, если вы реализуете OnPreviewGUI.
OnInspectorGUIРеализуйте эту функцию для создания собственного инспектора.
OnInteractivePreviewGUIРеализуйте, чтобы создать ваш собственный интерактивный предпросмотр. Интерактивные предпросмотры используются в области предпросмотра окна Inspector и при выборе объекта.
OnPreviewGUIImplement to create your own custom preview for the preview area of the inspector, the headers of the primary editor, and the object selector.
OnPreviewSettingsПереопределите этот метод, если вы хотите показать пользовательские элементы в заголовке предпросмотра.
RenderStaticPreviewOverride this method if you want to render a static preview.
RepaintRedraw any inspectors that shows this editor.
RequiresConstantRepaintChecks if this editor requires constant repaints in its current state.
UseDefaultMarginsПереопределите этот метод в подклассах и возвращайте false, если вы не хотите отступы по умолчанию.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the object.

Protected Functions

ShouldHideOpenButtonReturns the visibility setting of the "open" button in the Inspector.

Static Functions

CreateCachedEditorOn return previousEditor is an editor for targetObject or targetObjects. The function either returns if the editor is already tracking the objects, or destroys the previous editor and creates a new one.
CreateCachedEditorWithContextCreates a cached editor using a context object.
CreateEditorСоздает пользовательский редактор для obj или objects.
CreateEditorWithContextMake a custom editor for targetObject or targetObjects with a context object.
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.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.
CreateInstanceCreates an instance of a scriptable object.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

Messages

OnSceneGUIEnables the Editor to handle an event in the Scene view.
OnDestroyThis function is called when the scriptable object will be destroyed.

Events

finishedDefaultHeaderGUIAn event raised while drawing the header of the Inspector window, after the default header items have been drawn.