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 Objec
{ publicstringMyString; } 此时我们可以批量创建多个类型相同,但是内容不同的 scriptable object, 用于记录数据(用来记录grid大小以及特点),也可以用来制作编辑器工具(如 URP 资源文件)。 可用来接解决资源,比如每种敌人都有武器,如果每个武器都有数据,如果有大量敌人,那么数据就会被大量复制。如果武器数据是 scriptabl...
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} ...
使用新的编辑器框架——UI Toolket(UI Elements),我们可以以前端的方式快速编写美观的编辑器插件了,不需要其他插件的支持。我们可以为一种类型的Scriptable Object指定一个编辑器,只需要选中那个文件,就可以使用对应的编辑器进行编辑。 创建基本数据的Scriptable Object 这步声明数据的储存格式,只需要新建一个类,继承自...
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 ...
Create a Unity application, with opportunities to mod and experiment. View all Projects Tutorials Find what you’re looking for with short, bite-sized tutorials. View all Tutorials 直播 Educator Hub 查看教程内容 Tutorial Create an Ability System with Scriptable Objects ...
NullReferenceException: Object reference not set to an instance of an object 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的形式,因为在同一个对象身上会出现 两个Start()无法同步的现象。 例如在 A对象身上挂接 B和C两个脚本,B脚本的Start()函数调用C脚本, ...
What SODE Isn't ❔ SODE can only be used inside the Unity Editor, it's not a scriptable object database, it does absolutely nothing during Runtime. All scripts of SODE are inside an Editor folder so they won't be included in your build. If you are looking for a tool to fetch/man...
Adds a field to any scriptable object tagged with the [SOVariant] attribute that lets you select a parent and override selected fields in the child object.
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"...