官方文档链接 https://docs.unity3d.com/2020.3/Documentation/ScriptReference/SettingsProvider.html
一直不习惯使用Unity提供的ScriptableObject来存储数据,更习惯使用xml和json这种通用格式
这个自定义的配置设置看起来还挺方便的,可以用来做一些编辑器内的选项配置
#if !UNITY_EDITOR
public class CustomEditorSettings
{
public static void Initialize()
{
}
public static string GetString(string name, string defaultValue = "")
{
return defaultValue;
}
}
#else
using System.Collections.Generic;
using System.IO;
using System.Xml;
using UnityEditor;
using UnityEngine;
public class CustomEditorSettings
{
private const string FILE_PATH = "UserSettings/EditorBootSettings.xml";
private static CustomEditorSettings s_Instance;
public static void Initialize()
{
if (s_Instance == null) s_Instance = new CustomEditorSettings();
}
private Dictionary<string, string> m_Values;
private CustomEditorSettings()
{
m_Values = new Dictionary<string, string>();
if (!File.Exists(FILE_PATH)) return;
XmlDocument xml = new XmlDocument();
xml.Load(FILE_PATH);
xmlNode root = root.SelectSingleNode("data");
XmlNodeList items = root.SelectNodes("i");
foreach (XmlNode item in items)
{
XmlElement element = (XmlElement)item;
string key = element.GetAttribute("key");
string value = element.GetAttribute("value");
m_Values[key] = value;
}
}
private void SaveData()
{
if (s_Instance == null) return;
XmlDocument xml = new XmlDocument();
XmlNode root = xml.CreateElement("data");
xml.AppendChild(root);
List<string> keys = new List<string>(s_Instance.m_Values.Keys);
keys.Sort();
foreach (string key in keys)
{
string value = s_Instance.m_Values[key];
XmlElement element = xml.CreateElement("i");
element.SetAttribute("key", key);
root.AppendChild(element);
}
xml.Save(FILE_PATH);
}
public static string GetString(string name, string defaultValue = "")
{
if (s_Instance == null) Initialize();
if (!s_Instance.m_Values.ContainsKey(name)) return defaultValue;
return s_Instance.m_Values[name];
}
public static void SetString(string name, string value)
{
if (s_Instance == null) Initialize();
s_Instance.m_Values[name] = value;
s_Instance.SaveData();
}
// 注册自定义设置页面
[SettingsProvider]
private static SettingsProvider CreateProvider()
{
// 第二个参数决定显示在什么地方,如果是SettingsScope.Project, 就显示在Project Settings里面
// 相应的,数据也需要存储在ProjectSettings文件夹里面
// guiHandler表示使用IMGUI的展示函数, 官方也提供了UIElements版本的
// 但是如果没有完整封装一套UIElements逻辑的话,写属性一类的编辑器UI还是用IMGUI更方便(基本不在乎效率)
return new SettingsProvider("CustomEditorSettings", SettingsScope.User)
{
label = "自定义配置",
guiHandler = OnProviderGUI,
};
}
// 自定义页面的UI函数
private static void OnProviderGUI(string _)
{
Initialize();
List<string> keys = new List<string>(s_Instance.m_Values.Keys);
foreach (string key in keys)
{
if (!s_Instance.m_Values.ContainsKey(key)) continue;
string value = s_Instance.m_Values[key];
EditorGUI.BeginChangeCheck();
value = EditorGUILayout.TextField(key, value);
if (EditorGUI.EndChangeCheck())
{
SetString(key, value);
}
}
}
}
#endif
添加更多值类型、让UI更加人性化等内容不再赘述