Scriptable Object没有继承自MonoBehavior,而是继承自Scriptable Object,所以Scriptable Object不能当脚本挂载到GameObject上,也不能进行GetComponent等对GameObject的操作,同时Scriptable Object以Asset文件存储,但不论是MonoBehavior还是Scriptable Object最终都继承自Unity Object。 但要注意的是,虽然Scriptable Object没有继承自Mo...
我们经常会需要一个可以在场景间共享的Singleton对象,有时候我们就可以使用ScriptableObject + static instance variable的方法来解决,当场景变换的时候,我们可以使用Resources.FindObjectsOfTypeAll<>来找到已有的instance(当然这需要在实例化第一个instance的时候把它标识为instance.hideFlags = HideFlags.HideAndDontSave)。一...
Reload-proof Singleton 我们经常会需要一个可以在场景间共享的Singleton对象,有时候我们就可以使用ScriptableObject + static instance variable的方法来解决,当场景变换的时候,我们可以使用Resources.FindObjectsOfTypeAll<>来找到已有的instance(当然这需要在实例化第一个instance的时候把它标识为instance.hideFlags = HideFlag...
我们创建一个C#脚本然后做点修改: [CreateAssetMenu(fileName = "##创建Scriptable Obj时候默认的名字",menuName = "##右键菜单里的路径,比如Make a Bullet/Bullet")]//方便从菜单快速创建子弹副本publicclassBullets:ScriptableObject{publicfloatbulletSpeedpublicfloatdamagepublicintlifeSpanpublicBulletTypebulletType} ...
your project’s memory usage by avoiding copies of values. This is useful if your project has aprefabAn asset type that allows you to store a GameObject complete with components and properties. The prefab acts as a template from which you can create new object instances in the scene.More ...
OnDisable This function is called when the scriptable object goes out of scope. OnEnable This function is called when the object is loaded. OnValidate Editor-only function that Unity calls when the script is loaded or a value changes in the Inspector. Reset Reset to default values. Inherited ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Singleton<T> : MonoBehaviour where T : Component { private static T instance; public static T Instance { get { return instance; } } protected virtual void Awake() { if(instance == null) { instance =...
unity使用非scriptable object做数据 unity3d object reference not set to an, 在调用脚本的时候遇到下面报错情况:NullReferenceException:Objectreferencenotsettoaninstanceofanobject意思就是:未将对象引用设置到对象的实例脚本内部的Start()函数并不能作为构造
开始实现之前,首先简单介绍该音频库模块,音频库类Audio Database继承自Scriptable Object类,是一个可配置的资源文件: 包含的内容如下,databaseName表示该音频库的名称,outputAudioMixerGroup表示音频播放时的输出混音器组,datasets则是表示所有音频数据的列表: 代码语言:javascript 代码运行次数:0 运行 AI代码解释 /// ...
For example, you could use a factory that is a scriptable object like this: class FooFactory : ScriptableObject, IFactory<Foo> { public Foo Create() { // ... return new Foo(); } } Container.Bind<Foo>().FromIFactory(x => x.To<FooFactory>().FromScriptableObjectResource("FooFactory"...