name | 要获取的配置对象引用的字符串格式名称。 |
result | 返回的对象将被存储的配置对象引用。它必须是 Object 类型的对象。 |
bool 如果找到配置对象引用,并且类型与 result 参数匹配,则返回 true。如果找不到该项,配置对象引用为 null
,或者所请求的类型与存储的类型不匹配,则返回 false。
按照名称检索配置对象引用。
using UnityEngine; using UnityEditor; using System.IO;
public class MyConfigData : ScriptableObject { public static MyConfigData GetDefault() { //name of config data object string stringName = "com.myproject.myconfigdata"; //path to Config Object and asset name string stringPath = "Assets/myconfigdata.asset"; //used to hold config data MyConfigData data = null;
//if a config data object exists with the same name, return its config data if (EditorBuildSettings.TryGetConfigObject<MyConfigData>(stringName, out data)) return data;
//If the asset file already exists, store existing config data if (File.Exists(stringPath)) data = AssetDatabase.LoadAssetAtPath<MyConfigData>(stringPath); //if no previous config data exists if (data == null) { //show save file dialog and return user selected path name stringPath = EditorUtility.SaveFilePanelInProject("New Config File", "myconfigdata", "asset", "Select Config File Asset", "Assets"); //initialise config data object data = ScriptableObject.CreateInstance<MyConfigData>(); //create new asset from data at specified path //asset MUST be saved with the AssetDatabase before adding to EditorBuildSettings AssetDatabase.CreateAsset(data, stringPath); }
//add the new or loaded config object to EditorBuildSettings EditorBuildSettings.AddConfigObject(stringName, data, false);
return data; } }