Unity编辑器生成可配置编辑文件
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using UnityEditor; public class PoolManagerEditor { [MenuItem("Manager/Creat GameObjectPoolConfig")] static void CreatGameObjectPoolList() { GameObjectPoolList poolList = ScriptableObject.CreateInstance<GameObjectPoolList>();//生成可编辑对象 string path [email protected]"Assets/Framework/Resources/gameobjectpool.asset";//保存的路径 AssetDatabase.CreateAsset(poolList,path);//第一步 AssetDatabase.SaveAssets();//第二步 } }
GameObjectPool类
using System.Collections; using System.Collections.Generic; using UnityEngine; using System; [Serializable] public class GameObjectPool { [SerializeField]//类的私有字段,又可在Unity编辑器上列出 private string name; [SerializeField] private GameObject prefab; [SerializeField] private int maxAmount; [NonSerialized] private List<GameObject> goList = new List<GameObject>(); }
GameObjectPoolList类
using System.Collections; using System.Collections.Generic; using UnityEngine; using System; [Serializable] public class GameObjectPoolList : ScriptableObject { public List<GameObjectPool> poolList; }
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