概念
Unity中的自定义资源类型,一般用于数据配置管理。
创建
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DataBase : ScriptableObject
{
public int a;
public float b;
public bool c;
public string d;
public Texture e;
public GameObject f;
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class CreateAsset : Editor
{
[MenuItem("Tools/CreateAsset")]
public static void CreateDatabase()
{
DataBase dataBase = ScriptableObject.CreateInstance<DataBase>();
AssetDatabase.CreateAsset(dataBase, "Assets/GameData.asset");
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
}

加载

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LoadAsset : MonoBehaviour
{
void Start ()
{
DataBase dataBase = Resources.Load<DataBase>("GameData");
Debug.Log(dataBase.a);
}
}

博客介绍了Unity中自定义资源类型,其一般用于数据配置管理,还提及了该资源类型的创建和加载相关内容。
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