1. 程式人生 > >[Unity編輯器]編輯器與序列化

[Unity編輯器]編輯器與序列化

一、儲存資料

1.

using UnityEngine;
using System.Collections;
using UnityEditor;

/// <summary>
/// EditorPrefs可以序列化的資料有:bool/float/int/string
/// </summary>
public class TestEditor : EditorWindow {

    string s;
    
    [MenuItem("Window/TestEditor")]
    static void Init()
    {
        EditorWindow.GetWindow<TestEditor>();
    }

    void OnEnable()
    {
        s = EditorPrefs.GetString(GetType().Name + "s");
    }

    void OnDisable()
    {
        EditorPrefs.SetString(GetType().Name + "s", s); 
    }

    void OnGUI()
    {
        s = EditorGUILayout.TextField("data:", s);
    }
}

2.
using UnityEngine;
using System.Collections;
using UnityEditor;

/// <summary>
/// NGUISettings是對EditorPrefs的進一步封裝,可以序列化Object
/// </summary>
public class TestEditor2 : EditorWindow {

    Object o;

    [MenuItem("Window/TestEditor2")]
    static void Init()
    {
        EditorWindow.GetWindow<TestEditor2>();
    }

    void OnEnable()
    {
        o = NGUISettings.Get<GameObject>(GetType().Name + "o", null);
    }

    void OnDisable()
    {
        NGUISettings.Set(GetType().Name + "o", o);
    }

    void OnGUI()
    {
        o = EditorGUILayout.ObjectField("data:", o, typeof(GameObject));
    }
}

3.
using UnityEngine;
using System.Collections;

public class TestEditor3SO : ScriptableObject {

    public int id;
    public Vector3 pos; 
    public GameObject go;

}

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;

public class TestEditor3 : EditorWindow {

    public int id;
    public Vector3 pos;
    public GameObject go;

    [MenuItem("Window/TestEditor3")]
    static void Init()
    {
        EditorWindow.GetWindow<TestEditor3>();
    }

    void OnEnable()
    {
        string path = "Assets/Editor/Data/" + GetType().Name + ".asset";
        if (!File.Exists(path)) return;
        TestEditor3SO so = AssetDatabase.LoadAssetAtPath(path, typeof(TestEditor3SO)) as TestEditor3SO;
        id = so.id;
        pos = so.pos;
        go = so.go;
    }

    void OnDisable()
    {
        TestEditor3SO so = CreateInstance<TestEditor3SO>();
        so.id = id;
        so.pos = pos;
        so.go = go;
        string path = "Assets/Editor/Data/" + GetType().Name + ".asset";
        AssetDatabase.CreateAsset(so, path);
        AssetDatabase.Refresh();
    }

    void OnGUI()
    {
        id = EditorGUILayout.IntField("id:", id);
        pos = EditorGUILayout.Vector3Field("pos:", pos);
        go = EditorGUILayout.ObjectField("go:", go, typeof(GameObject)) as GameObject;
    }

}


二、