.asset对应的类:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

/// <summary>
/// 通过CreateAssetMenu标注后会出现在Assets资源窗口右键功能选项中
/// </summary>
[CreateAssetMenu(fileName = "SettingsAssetConfig",menuName = "AssetConfigFile/SettingsAssetConfig",order =1)]
public class SettingsAssetConfig : ScriptableObject {

    public string appName = "app的名字";
    public bool isPlayBgMusic = true;
}

加载:

using System.Collections;
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;

public class AssetConfigsMgr
{

    private const string SettingsAssetConfigPath = "Assets/Frameworks/ConfigFiles/Asset/SettingsAssetConfig.asset";

    /// <summary>
    /// 编辑器模式下加载 通过AssetDatabase类
    /// </summary>
    /// <returns></returns>
    public static SettingsAssetConfig GetSettingsAssetConfig()
    {
        SettingsAssetConfig realConfig = AssetDatabase.LoadAssetAtPath<SettingsAssetConfig>(SettingsAssetConfigPath);
        return realConfig;
    }

    /// <summary>
    /// 通过Resources类加载,SettingsAssetConfig.asset文件必须放在Resources文件夹下才可以读取
    /// </summary>
    /// <returns></returns>
    public static SettingsAssetConfig GetSettingsAssetConfigByResources()
    {
        SettingsAssetConfig ret = Resources.Load<SettingsAssetConfig>("SettingsAssetConfig");
        return ret;

    }

    /// <summary>
    /// 泛型方法:通过Resources类加载
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="path"></param>
    /// <returns></returns>
    public static T GetAssetConfig<T>(string path)where T:UnityEngine.Object
    {
        T  ret = Resources.Load<T>(path);
        return ret;
    }

    public static T GetAssetConfigInEditor<T>(string fullPath) where T:UnityEngine.Object
    {
        T ret = AssetDatabase.LoadAssetAtPath<T>(fullPath);
        return ret;
    }
}

 

Logo

讨论HarmonyOS开发技术,专注于API与组件、DevEco Studio、测试、元服务和应用上架分发等。

更多推荐