我有以下创建自定义检查器窗口的EditorWindow脚本。在此窗口中按下按钮后,id
将增加1。
static int id = 10000;
[MenuItem("Custom/CustomMenu")]
static void Init()
{
// Get existing open window or if none, make a new one:
CustomMenu window = (CustomMenu)EditorWindow.GetWindow(typeof(CustomMenu));
window.Show();
}
if (GUILayout.Button("someButton"))
{
id++;
Repaint();
EditorUtility.SetDirty(this);
}
这很好用,但是当我启动播放模式或关闭统一编辑器时,id
的增量值将丢失,并将被重置回10000。
使用int id
的非静态版本将使该值在“播放”会话中保持不变,但在您合一后仍将丢失。
是否有一种方法可以在编辑器/社区会话之间存储此值,就像playerprefs
一样,但是对于编辑器而言呢?
答案 0 :(得分:4)
也许更像“统一”的方式是使用专用的ScriptableObject
(另请参见Introduction to ScriptableObjects)
您可以将其与[InitializeOnLoadMethod]
结合使用,以实现一种加载方法,该方法将在优化编辑器后重新编译以创建ScriptableObject 一次后调用。
// we don't need the CreateAssetMenu attribute since the editor window
// will create the ScriptableObject once by itself
public class CustomMenuData : ScriptableObject
{
public int Id;
}
确保将其放在单独的脚本中。
public class CustomMenu : EditorWindow
{
// we can go privtae again ;)
private static CustomMenuData data;
// This method will be called on load or recompile
[InitializeOnLoadMethod]
private static void OnLoad()
{
// if no data exists yet create and reference a new instance
if (!data)
{
// as first option check if maybe there is an instance already
// and only the reference got lost
// won't work ofcourse if you moved it elsewhere ...
data = AssetDatabase.LoadAssetAtPath<CustomMenuData>("Assets/CustomMenuData.asset");
// if that was successful we are done
if(data) return;
// otherwise create and reference a new instance
data = CreateInstance<CustomMenuData>();
AssetDatabase.CreateAsset(data, "Assets/CustomMenuData.asset");
AssetDatabase.Refresh();
}
}
[MenuItem("Custom/CustomMenu")]
private static void Init()
{
// Get existing open window or if none, make a new one:
var window = (CustomMenu)EditorWindow.GetWindow(typeof(CustomMenu));
window.Show();
}
private void OnGUI()
{
// Note that going through the SerializedObject
// and SerilaizedProperties is the better way of doing this!
//
// Not only will Unity automatically handle the set dirty and saving
// but it also automatically adds Undo/Redo functionality!
var serializedObject = new SerializedObject(data);
// fetches the values of the real instance into the serialized one
serializedObject.Update();
// get the Id field
var id = serializedObject.FindProperty("Id");
// Use PropertyField as much as possible
// this automaticaly uses the correct layout depending on the type
// and automatically reads and stores the according value type
EditorGUILayout.PropertyField(id);
if (GUILayout.Button("someButton"))
{
// Only change the value throgh the serializedProperty
// unity marks it as dirty automatically
// also no Repaint required - it will be done .. guess .. automatically ;)
id.intValue += 1;
}
// finally write back all modified values into the real instance
serializedObject.ApplyModifiedProperties();
}
}
的巨大优势:
一个简单但效率不高的替代解决方案是将其存储到文件中,例如像这样的JSON
using System.IO;
using UnityEditor;
using UnityEngine;
public class CustomMenu : EditorWindow
{
private const string FileName = "Example.txt";
// shorthand property for getting the filepath
public static string FilePath
{
get { return Path.Combine(Application.streamingAssetsPath, FileName); }
}
private static int id = 10000;
// Serialized backing field for storing the value
[SerializeField] private int _id;
[MenuItem("Custom/CustomMenu")]
static void Init()
{
// Get existing open window or if none, make a new one:
CustomMenu window = (CustomMenu)EditorWindow.GetWindow(typeof(CustomMenu));
if (File.Exists(FilePath))
{
// read the file content
var json = File.ReadAllText(FilePath)
// If the file exists deserialize the JSON and read in the values
// for only one value ofcourse this is overkill but for multiple values
// this is easier then parsing it "manually"
JsonUtility.FromJsonOverwrite(json, window);
// pass the values on into the static field(s)
id = window._id;
}
window.Show();
}
private void OnGUI()
{
id = EditorGUILayout.IntField(id);
if (GUILayout.Button("someButton"))
{
id++;
Repaint();
EditorUtility.SetDirty(this);
// do everything in oposide order
// first fetch the static value(s) into the serialized field(s)
_id = id;
// if not exists yet create the StreamingAssets folder
if (!Directory.Exists(Application.streamingAssetsPath))
{
AssetDatabase.CreateFolder("Assets", "StreamingAssets");
}
// serialize the values into json
var json = JsonUtility.ToJson(this);
// write into the file
File.WriteAllText(FilePath, json);
// reload the assets so the created file becomes visible
AssetDatabase.Refresh();
}
}
}
当前,这在每次打开窗口时读取文件,并在每次单击按钮时写入文件。仍然可以改善。
同样,您可以使用[InitializeOnLoadMethod]
来只读取一次文件-即当您打开编辑器或像这样重新编译时
public class CustomMenu : EditorWindow
{
// Instead of having the field values directly as static fields
// rather store the information in a proper serializable class
[Serializable]
private class CustomMenuData
{
public int Id;
}
// made this publlic for the saving process (see below)
public static readonly CustomMenuData data = new CustomMenuData();
// InitializeOnLoadMethod makes this method being called everytime
// you load the project in the editor or after re-compilation
[InitializeOnLoadMethod]
private static void OnLoad()
{
if (!File.Exists(FilePath)) return;
// read in the data from the json file
JsonUtility.FromJsonOverwrite(File.ReadAllText(FilePath), data);
}
...
}
为了优化保存并仅在保存到UnityEditor中时执行文件写入,您可以实施专用的AssetModificationProcessor
,例如
public class CustomMenuSaver : SaveAssetsProcessor
{
static string[] OnWillSaveAssets(string[] paths)
{
// do change nothing in the paths
// but additionally store the data in the file
// if not exists yet create the StreamingAssets folder
if (!Directory.Exists(Application.streamingAssetsPath))
{
AssetDatabase.CreateFolder("Assets", "StreamingAssets");
}
// serialize the values into json v That's why I made it public
var json = JsonUtility.ToJson(CustomMenu.data);
// write into the file v needs to be public as well
File.WriteAllText(CustomMenu.FilePath, json);
return paths;
}
}