本文主要是介绍自定义ProjectSettings设置项,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
基于ScriptableObject资源和SettingsProvider特性方式实现
1.实现ScriptableObject数据设计
/// <summary>
/// 用于存储我们的设置配置
/// </summary>
public class EditorLearnSettings : ScriptableObject
{/// <summary>/// 用于我们设置的保存位置/// </summary>private const string SettingsFile= "Assets/Settings/EditorLearnSetting.asset";#region 此处可以存储我们自定义的配置信息/// <summary>/// 模拟我们的配置/// </summary>public int m_ConfigVersionCode = 1;#endregion
}
2.提供配置文件内容的全局实例方法
在我们的EditorLearnSettings类提供以下方法,为我们提供全局配置信息。
/// <summary>/// 这里提供一个配置对象/// </summary>/// <returns></returns>public static EditorLearnSettings GetOrCreateSettings(){var settings = AssetDatabase.LoadAssetAtPath<EditorLearnSettings>(SettingsFile);if (settings == null){settings = ScriptableObject.CreateInstance<EditorLearnSettings>();settings.m_ConfigVersionCode = 0;if (!Directory.Exists(Path.GetDirectoryName(SettingsFile))){Directory.CreateDirectory(Path.GetDirectoryName(SettingsFile));}AssetDatabase.CreateAsset(settings, SettingsFile);AssetDatabase.SaveAssets();}return settings;}/// <summary>/// 提供一个SerializedObject的对象/// </summary>/// <returns></returns>public static SerializedObject GetSerializedSettings(){return new SerializedObject(GetOrCreateSettings());}
- 当资源配置被创建出来我们可以直接进行配置,如果不想通过资源配置文件配置,可以为其制定一个CustomEditor。
[CustomEditor(typeof(EditorLearnSettings))]
public class EditorLearnSettingsView:Editor
{protected override void OnHeaderGUI(){GUILayout.Label("请从Project Settings配置");}public override void OnInspectorGUI() { }
}
3.编写一个提供SettingsProvider数据的静态方法。
我们继续在EditorLearnSettings类提供以下方法。
/// <summary>/// 这里主要是制定我们的Settings路径/// </summary>private const string ProjectSettingPtah = "Project/编辑器学习";/// <summary>/// 将我们的Setting提供给Unity/// </summary>/// <returns></returns>[SettingsProvider]public static SettingsProvider CreateEditorLearnSettingsProvider(){///创建一个SettingsProvidervar provider = new SettingsProvider(ProjectSettingPtah, SettingsScope.Project){guiHandler = (searchContext) =>{///searchContext:提供用户搜索的信息///这里是一个gui的处理行为var settings = EditorLearnSettings.GetSerializedSettings();EditorGUILayout.PropertyField(settings.FindProperty("m_ConfigVersionCode"), new GUIContent("版本码:"));settings.ApplyModifiedPropertiesWithoutUndo();},// 用于搜索的关键字,在Project 可以搜索对应的配置keywords = new HashSet<string>(new[] { "Learn", "KTGame" })};return provider;}
4.到此我们就可以在Project Setting看见我们自定义的配置模块了。
5.完整代码
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using System.IO;[CustomEditor(typeof(EditorLearnSettings))]
public class EditorLearnSettingsView:Editor
{protected override void OnHeaderGUI(){GUILayout.Label("请从Project Settings配置");}public override void OnInspectorGUI() { }
}/// <summary>
/// 用于存储我们的设置配置
/// </summary>
public class EditorLearnSettings : ScriptableObject
{/// <summary>/// 用于我们设置的保存位置/// </summary>private const string SettingsFile= "Assets/Settings/EditorLearnSetting.asset";#region 此处可以存储我们自定义的配置信息/// <summary>/// 模拟我们的配置/// </summary>public int m_ConfigVersionCode = 1;#endregion/// <summary>/// 这里提供一个全局的设置获取方式/// </summary>/// <returns></returns>public static EditorLearnSettings GetOrCreateSettings(){var settings = AssetDatabase.LoadAssetAtPath<EditorLearnSettings>(SettingsFile);if (settings == null){settings = ScriptableObject.CreateInstance<EditorLearnSettings>();settings.m_ConfigVersionCode = 0;if (!Directory.Exists(Path.GetDirectoryName(SettingsFile))){Directory.CreateDirectory(Path.GetDirectoryName(SettingsFile));}AssetDatabase.CreateAsset(settings, SettingsFile);AssetDatabase.SaveAssets();}return settings;}/// <summary>/// 提供一个SerializedObject的获取/// </summary>/// <returns></returns>public static SerializedObject GetSerializedSettings(){return new SerializedObject(GetOrCreateSettings());}/// <summary>/// 这里主要是制定我们的Settings路径/// </summary>private const string ProjectSettingPtah = "Project/编辑器学习";/// <summary>/// 将我们的Setting提供给Unity/// </summary>/// <returns></returns>[SettingsProvider]public static SettingsProvider CreateEditorLearnSettingsProvider(){///创建一个SettingsProvidervar provider = new SettingsProvider(ProjectSettingPtah, SettingsScope.Project){guiHandler = (searchContext) =>{///searchContext:提供用户搜索的信息///这里是一个gui的处理行为var settings = EditorLearnSettings.GetSerializedSettings();EditorGUILayout.PropertyField(settings.FindProperty("m_ConfigVersionCode"), new GUIContent("版本码:"));settings.ApplyModifiedPropertiesWithoutUndo();},// 用于搜索的关键字,在Project 可以搜索对应的配置keywords = new HashSet<string>(new[] { "Learn", "KTGame" })};return provider;}
}
基于继承SettingsProvider的实现方式。
1.同样需要一个配置文件。
配置文件我们直接使用上面的文件。
/// <summary>
/// 用于存储我们的设置配置
/// </summary>
public class EditorLearnSettings : ScriptableObject
{/// <summary>/// 用于我们设置的保存位置/// </summary>private const string SettingsFile= "Assets/Settings/EditorLearnSetting.asset";#region 此处可以存储我们自定义的配置信息/// <summary>/// 模拟我们的配置/// </summary>public int m_ConfigVersionCode = 1;#endregion/// <summary>/// 这里提供一个全局的设置获取方式/// </summary>/// <returns></returns>public static EditorLearnSettings GetOrCreateSettings(){var settings = AssetDatabase.LoadAssetAtPath<EditorLearnSettings>(SettingsFile);if (settings == null){settings = ScriptableObject.CreateInstance<EditorLearnSettings>();settings.m_ConfigVersionCode = 0;if (!Directory.Exists(Path.GetDirectoryName(SettingsFile))){Directory.CreateDirectory(Path.GetDirectoryName(SettingsFile));}AssetDatabase.CreateAsset(settings, SettingsFile);AssetDatabase.SaveAssets();}return settings;}/// <summary>/// 提供一个SerializedObject的获取/// </summary>/// <returns></returns>public static SerializedObject GetSerializedSettings(){return new SerializedObject(GetOrCreateSettings());}
}
2.继承 SettingsProvider
首先我们创建EditorLearnSettingsProvider类并继承SettingsProvider。
public class EditorLearnSettingsProvider: SettingsProvider{}
实现SettingsProvider构造函数。
public EditorLearnSettingsProvider(string path, SettingsScope scope) : base(path, scope) { }
重写OnGUI和OnActivate
/// <summary>/// 当模块被激活时被调用/// </summary>/// <param name="searchContext">用户搜索的内容</param>/// <param name="rootElement">UIElements根节点。如果添加到此,则 SettingsProvider 使用 UIElements 而不是调用 SettingsProvider.OnGUI 来构建 UI。如果不添加到此 VisualElement,则必须使用 IMGUI 来构建 UI。</param>public override void OnActivate(string searchContext, VisualElement rootElement){serializedObject = EditorLearnSettings.GetSerializedSettings();}public override void OnGUI(string searchContext){EditorGUILayout.PropertyField(serializedObject.FindProperty("m_ConfigVersionCode"), new GUIContent("版本码:"));}
3.通过SettingsProvider方法特性注册到SettingsProvider中
[SettingsProvider]public static SettingsProvider CreateMyCustomSettingsProvider(){var provider = new EditorLearnSettingsProvider(ProjectSettingPtah, SettingsScope.Project);provider.keywords = new[] { "Learn", "KTGame" };return provider;}
4.完整代码
using UnityEditor;
using UnityEngine;
using System.IO;
using UnityEngine.UIElements;[CustomEditor(typeof(EditorLearnSettings))]
public class EditorLearnSettingsView:Editor
{protected override void OnHeaderGUI(){GUILayout.Label("请从Project Settings配置");}public override void OnInspectorGUI() { }
}/// <summary>
/// 用于存储我们的设置配置
/// </summary>
public class EditorLearnSettings : ScriptableObject
{/// <summary>/// 用于我们设置的保存位置/// </summary>private const string SettingsFile= "Assets/Settings/EditorLearnSetting.asset";#region 此处可以存储我们自定义的配置信息/// <summary>/// 模拟我们的配置/// </summary>public int m_ConfigVersionCode = 1;#endregion/// <summary>/// 这里提供一个全局的设置获取方式/// </summary>/// <returns></returns>public static EditorLearnSettings GetOrCreateSettings(){var settings = AssetDatabase.LoadAssetAtPath<EditorLearnSettings>(SettingsFile);if (settings == null){settings = ScriptableObject.CreateInstance<EditorLearnSettings>();settings.m_ConfigVersionCode = 0;if (!Directory.Exists(Path.GetDirectoryName(SettingsFile))){Directory.CreateDirectory(Path.GetDirectoryName(SettingsFile));}AssetDatabase.CreateAsset(settings, SettingsFile);AssetDatabase.SaveAssets();}return settings;}/// <summary>/// 提供一个SerializedObject的获取/// </summary>/// <returns></returns>public static SerializedObject GetSerializedSettings(){return new SerializedObject(GetOrCreateSettings());}
}public class EditorLearnSettingsProvider: SettingsProvider
{private const string ProjectSettingPtah = "Project/编辑器学习";public EditorLearnSettingsProvider(string path, SettingsScope scope) : base(path, scope) { }private SerializedObject serializedObject;/// <summary>/// 当模块被激活时被调用/// </summary>/// <param name="searchContext">用户搜索的内容</param>/// <param name="rootElement">UIElements根节点。如果添加到此,则 SettingsProvider 使用 UIElements 而不是调用 SettingsProvider.OnGUI 来构建 UI。如果不添加到此 VisualElement,则必须使用 IMGUI 来构建 UI。</param>public override void OnActivate(string searchContext, VisualElement rootElement){serializedObject = EditorLearnSettings.GetSerializedSettings();}public override void OnGUI(string searchContext){EditorGUILayout.PropertyField(serializedObject.FindProperty("m_ConfigVersionCode"), new GUIContent("版本码:"));}[SettingsProvider]public static SettingsProvider CreateMyCustomSettingsProvider(){var provider = new EditorLearnSettingsProvider(ProjectSettingPtah, SettingsScope.Project);provider.keywords = new[] { "Learn", "KTGame" };return provider;}
}
总结
- SettingsScope共有两项,User显示在Preferences 窗口;Project显示在Project Settings窗口。
- 这里我们使用的是ScriptableObject方式对配置进行存储,我们也可以使用其它的方式存储在非工程里或者存在ProjectSettings文件夹里。
- 我们存储的配置目标尽可能的保证全局的唯一性。
- 关于Project Settings配置模块和Preferences 配置我们还是最好进行一个统一的管理。
- AssetDatabase.CreateAsset创建资源时要保证路径有效。
- 此主题所有代码都是编辑器代码应该放在Editor下。
- 如果我们需要提交多个配置模块可以使用SettingsProviderGroup,你的方法应该提供一个SettingsProvider[]。
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