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https://docs.unity3d.com/Manual/index.html
https://blog.csdn.net/weixin_57504000/article/details/124868632
http://www.360doc.com/content/21/1201/13/77937936_1006683453.shtml
https://blog.csdn.net/u012433546/article/details/126387188
https://www.pianshen.com/article/40421717306/
Ctrl+Shift+M 启动 MonoBehavior 向导。
Ctrl+H访问 Unity 文档
https://blog.csdn.net/Q540670228/article/details/126120975
https://blog.51cto.com/itMonon/5251258
https://blog.csdn.net/m1234567q/article/details/127119940
https://blog.csdn.net/m1234567q/article/details/127119940
https://blog.csdn.net/o_ojjj/article/details/111357710
http://www.kaotop.com/it/900587.html
https://blog.csdn.net/o_ojjj/article/details/111357710
https://www.cnblogs.com/vuciao/p/10363607.html
Create() 创建文件夹
CreateSubdirectory() 创建子文件夹
GetDirectories() 获取所有子文件夹信息 返回DirectoryInfo数组类型 可以对子文件夹做其他操作
GetFiles()获取文件下所有子文件信息 返回FileInfo数组类型 可以对子文件进行其它操作 比如读和写
Root 获取根目录信息 返回DirectoryInfo类型
Parent 获取父目录的信息 返回DirectoryInfo类型
https://blog.csdn.net/alayeshi/article/details/124952143
https://blog.51cto.com/itMonon/5251258
https://blog.csdn.net/qq_39342142/article/details/103781728
https://blog.csdn.net/qq_39342142/article/details/103781728
https://blog.csdn.net/weixin_45023328/article/details/120035597
https://zhuanlan.zhihu.com/p/51932515
关于Editor脚本,
using UnityEditor;
要创建的编辑器窗口类应该继承EditorWindow;
public class OneEditorWindow : EditorWindow
{
//MenuItem是一个特性,会在顶部按路径生成选项,点击就会调用下面的方法,也就是打开窗口
[MenuItem(“Unity编辑器/OneEditorWindow”)]
public static void OpenWindow(){}
private void OnGUI()
{
EditorGUILayout.LabelField(“一个label”);
f = EditorGUILayout.FloatField(“一个数字框”, f);
col=EditorGUILayout.ColorField(“一个颜色选择框”,col);
}
}
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