ScriptableObject

2017-09-15  本文已影响43人  晓龙酱

游戏中保存数据的途径

PlayerPrefs与配置文件的缺点

Scriptable优点

实例

定义可序列化类

public class TestScriptable : ScriptableObject
{
    public int id;

    public List<MyClass> lst;
}

// Scriptable引用到的类,要声明为Serializable
[Serializable]
public class MyClass
{
}

生成本地Scriptable asset

[MenuItem("Assets/Create/CreateSO")]
public static void CreateSO()
{
    TestScriptable s = ScriptableObject.CreateInstance<TestScriptable>();
    AssetDatabase.CreateAsset(s, "Assets/Resources/test.asset");
    AssetDatabase.SaveAssets();
    AssetDatabase.Refresh();  
}

使用AssetDatabase加载

TestScriptable ts = AssetDatabase.LoadAssetAtPath("Assets/Resources/test.asset", typeof(ScriptableObject)) as TestScriptable;
        Debug.Log(ts.id);

使用Resource加载

TestScriptable ts = Resources.Load("test") as TestScriptable;
Debug.Log(ts.id);

使用www加载

IEnumerator Start ()   
{                
    WWW www = new WWW("file://" + Application.dataPath + "/test.assetbundle");                
    yield return www;    

    TestScriptable ts = www.assetBundle.mainAsset as TestScriptable;   

    Debug.Log(ts.id);
}  

https://docs.unity3d.com/560/Documentation/Manual/class-ScriptableObject.html

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