public void LoadScriptableObject() { string path = "Assets/Z_Other/ScriptableObject/MySO2.asset"; MyScriptableObject ins = AssetDatabase.LoadAssetAtPath <MyScriptableObject>(path); Debug.LogFormat("--- LoadAsset success, {0}, {1}, {2}, {3}", ins.myname, ins.age, ins.raduis, ins.texList.Count); }
// void OnGUI() { //非Editor模式下使用.. if (GUILayout.Button("Loading..")) { MyScriptableObject holder = (MyScriptableObject)Resources.Load("dataHolder", typeof(MyScriptableObject)); } }
static void DoIt() { MyScriptableObject asset = ScriptableObject.CreateInstance <MyScriptableObject>(); AssetDatabase.CreateAsset(asset, "Assets/MyScriptableObject.asset"); AssetDatabase.SaveAssets(); EditorUtility.FocusProjectWindow(); Selection.activeObject = asset; }
private static void SelectBase() { var presetBase = MyScriptableObject.LoadAssetsFromResources <AssetsPresetPreprocessBase>().FirstOrDefault(); if (presetBase == null) { presetBase = MyScriptableObject.CreateAssetWithFolderDialog <AssetsPresetPreprocessBase>("AssetsPresetPostprocessBase"); } if (presetBase != null) { Selection.activeObject = presetBase; } }
void OnEnable() { if(m == null) { string path = "Assets/Editor/Test3-SavedScriptableObject/SaveData.asset"; m = AssetDatabase.LoadAssetAtPath<MyScriptableObject>(path); if(m == null) { m = CreateInstance<MyScriptableObject>(); AssetDatabase.CreateAsset(m, path); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); } } titleContent.text = WINDOW_TITLE; }
private static void AssertComponentsInScene() { #if UNITY_2020_1_OR_NEWER var behaviours = Object.FindObjectsOfType <MonoBehaviour>(true); #else var behaviours = Object.FindObjectsOfType <MonoBehaviour>(); #endif // ReSharper disable once CoVariantArrayConversion AssertComponents(behaviours); if (MyBoxSettings.EnableSOCheck) { var scriptableObjects = MyScriptableObject.LoadAssets <ScriptableObject>(); // ReSharper disable once CoVariantArrayConversion AssertComponents(scriptableObjects); } }
static void CreateDataAsset() { //資料 Asset 路徑 string holderAssetPath = "Assets/Resources/"; if (!Directory.Exists(holderAssetPath)) { Directory.CreateDirectory(holderAssetPath); } //建立實體 MyScriptableObject holder = ScriptableObject.CreateInstance <MyScriptableObject> (); //使用 holder 建立名為 dataHolder.asset 的資源 AssetDatabase.CreateAsset(holder, holderAssetPath + "dataHolder.asset"); // EditorUtility.DisplayDialog("create Asset", "dataHolder.asset", "OK", ""); }
private bool PreloadBase() { if (_preprocessBaseChecked) { return(_preprocessBase != null); } if (_preprocessBase == null) { _preprocessBase = MyScriptableObject.LoadAssetsFromResources <AssetsPresetPreprocessBase>().FirstOrDefault(); if (_preprocessBase == null) { _preprocessBase = MyScriptableObject.LoadAssets <AssetsPresetPreprocessBase>().SingleOrDefault(); } _preprocessBaseChecked = true; } return(_preprocessBase != null); }
public void CreateScriptableObject() { MyScriptableObject ins = ScriptableObject.CreateInstance <MyScriptableObject>(); ins.myname = "hello"; ins.age = 111; ins.raduis = 4.2f; string path = "Assets/Z_Other/ScriptableObject/MySO2.asset"; string texpath1 = "Assets/Common/tex/build_sh_jb.png"; string texpath2 = "Assets/Common/tex/Plasma_1.png"; Texture tex1 = AssetDatabase.LoadAssetAtPath <Texture>(texpath1); Texture tex2 = AssetDatabase.LoadAssetAtPath <Texture>(texpath2); ins.texList.Add(tex1); ins.texList.Add(tex2); AssetDatabase.CreateAsset(ins, path); Debug.LogFormat("--- CreateAsset success, path:{0}", path); }
public void DoSomething(GameObject go) { var behaviour = new MyMonoBehaviour(); var scriptableObject = new MyScriptableObject(); }
public static void DoSomething() { var so = new MyScriptableObject(); }
void OnEnable() { if(m == null) m = CreateInstance<MyScriptableObject>(); titleContent.text = WINDOW_TITLE; }