版本:Unity 6 (6000.0)
语言英文
  • C#

AssetSettingsProvider.CreateProviderFromAssetPath

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声明

public static AssetSettingsProvider CreateProviderFromAssetPath(string settingsWindowPath, string assetPath, IEnumerable<string> keywords);

参数

settingsWindowPath 设置窗口中设置的路径。使用“/”作为分隔符。如果没有提供最后一个标记,则最后一个标记将成为设置标签。
assetPath 磁盘上资源的路径。
keywords 关键词列表,用于与用户正在搜索的内容进行比较。当用户在设置窗口的搜索框中输入值时,SettingsProvider.HasSearchInterest将尝试将这些关键词与此列表相匹配。

返回值

AssetSettingsProvider 返回一个 AssetSettingsProvider,将为此特定资源创建Editor

描述

从资源路径创建一个AssetSettingsProvider

using UnityEngine;
using UnityEditor;

class MyCustomSettings : ScriptableObject { public const string k_MyCustomSettingsPath = "Assets/Editor/MyCustomSettings.asset";

[SerializeField] private int m_Number;

[SerializeField] private string m_SomeString;

internal static MyCustomSettings GetOrCreateSettings() { var settings = AssetDatabase.LoadAssetAtPath<MyCustomSettings>(k_MyCustomSettingsPath); if (settings == null) { settings = ScriptableObject.CreateInstance<MyCustomSettings>(); settings.m_Number = 42; settings.m_SomeString = "The answer to the universe"; AssetDatabase.CreateAsset(settings, k_MyCustomSettingsPath); AssetDatabase.SaveAssets(); } return settings; }

internal static SerializedObject GetSerializedSettings() { return new SerializedObject(GetOrCreateSettings()); } }

class AssetSettingsProviderRegister { [SettingsProvider] public static SettingsProvider CreateFromFilePath() { // Create an AssetSettingsProvider from a file path: var provider = AssetSettingsProvider.CreateProviderFromAssetPath("Project/AssetSettings/FromFile", MyCustomSettings.k_MyCustomSettingsPath);

// Register keywords from the properties of MyCustomSettings provider.keywords = SettingsProvider.GetSearchKeywordsFromSerializedObject(new SerializedObject(AssetDatabase.LoadAllAssetsAtPath(MyCustomSettings.k_MyCustomSettingsPath))); return provider; }

[SettingsProvider] public static SettingsProvider CreateFromSettingsObject() { // Create an AssetSettingsProvider from a settings object (UnityEngine.Object): var settingsObj = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(MyCustomSettings.k_MyCustomSettingsPath); var provider = AssetSettingsProvider.CreateProviderFromObject("Project/AssetSettings/FromObject", settingsObj);

// Register keywords from the properties of MyCustomSettings provider.keywords = SettingsProvider.GetSearchKeywordsFromSerializedObject(new SerializedObject(settingsObj)); return provider; }

[SettingsProvider] public static SettingsProvider CreateFromSettingsFromFunctor() { // Create an AssetSettingsProvider from a functor that must returns a UnityEngine.Object: var provider = new AssetSettingsProvider("Project/AssetSettings/FromFunctor", () => Editor.CreateEditor(AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(MyCustomSettings.k_MyCustomSettingsPath)));

// Register keywords from the properties of MyCustomSettings provider.keywords = SettingsProvider.GetSearchKeywordsFromSerializedObject(new SerializedObject(AssetDatabase.LoadAllAssetsAtPath(MyCustomSettings.k_MyCustomSettingsPath))); return provider; } }