SciptabelObject.数据文件创建
方法一 —— 特性一 —— [CreateAssetMenu(fileName = "MyData",menuName = "我的数据",order = 0)]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Video;
[CreateAssetMenu(fileName = "MyData",menuName = "我的数据",order = 0)]
public class MyData : ScriptableObject
{
public int i;
public float f;
public bool b;
public GameObject obj;
public Material m;
public AudioClip audioClip;
public VideoClip videoClip;
}
方法二 —— 特性二 —— [MenuItem("ScriptableObject/CreateMyData")]
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class ScriptableObjectTool : MonoBehaviour
{
[MenuItem("ScriptableObject/CreateMyData")]
public static void CreateMyData()
{
//书写创建数据资源文件的代码
MyData asset = ScriptableObject.CreateInstance<MyData>();
//通过编辑器api 创建一个数据资源文件
AssetDatabase.CreateAsset(asset, "Assets/Resources/MyDataTest.asset");
//保存创建的资源
AssetDatabase.SaveAssets();
//刷新一次界面
AssetDatabase.Refresh();
}
}