1、ScriptableObject的创建(一):
using System.Collections; using System.Collections.Generic; using UnityEngine; [CreateAssetMenu(menuName = "MySubMenue/Create MyScriptableObject")] public class TestScriptableObject : ScriptableObject { public int someVariable; }
2、ScriptableObject的创建(二),运行时候在内存中创建:
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Test : MonoBehaviour { void Start() { //脚本中动态创建一个ScriptableObject,创建于内存 //这里是泛型方法的一个使用实例,自行脑补 TestScriptableObject variable = ScriptableObject.CreateInstance<TestScriptableObject>(); variable.someVariable = 12; } }
3、ScriptableObject的简单使用:
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Test : MonoBehaviour { [SerializeField] TestScriptableObject test; void Start() { Debug.Log(test.someVariable); // 15 test.someVariable = 14; //改变初始存储的值为 14 } }