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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu]
public class CreateAsset : ScriptableObject
{
public int age;
public string usename;
public string password;
}
2. 在Editor文件夹下创建CreateAssetEditor脚本 > 添加MenuItem特性
using UnityEditor; using UnityEngine; public class CreateAssetEditor { [MenuItem("Assets/Create ScriptObject")] static void CreateScriptObject() { CreateAsset createAsset = ScriptableObject.CreateInstance<CreateAsset>(); createAsset.age = 18; createAsset.usename = "lisi"; createAsset.password = "111111"; AssetDatabase.CreateAsset(createAsset, "Assets/Resources/NewCreateAsset.asset"); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); } }
使用[MenuItem(“Assets/Create ScriptObject”)] 特性来扩展编辑器, 作用是在 Assets菜单栏中添加了一个Create ScriptObject 的下拉菜单选项;
点击CreateScriptObject就会出现下图中新建的Asset配置文件;
**注意:**用来加载Asset配置中的数据;
CreateAsset createAsset = Resources.Load<CreateAsset>("CreateAsset");
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