AssetPostprocessor 资源处理器
AssetPostprocessor lets you hook into the import pipeline and run scripts prior or after importing assets.
AssetPostprocessor让你钩进导入管线,在运行脚本之前或导入资源之后。
Note: This is an editor class. To use it you have to place your script in Assets/Editor inside your project folder. Editor classes are in the UnityEditor namespace so for C# scripts you need to add "using UnityEditor;" at the beginning of the script.
注意:这是一个编辑器类,如果想使用它你需要把它放到工程目录下的Assets/Editor文件夹下。编辑器类在UnityEditor命名空间下。所以当使用C#脚本时,你需要在脚本前面加上 "using UnityEditor"引用。
This way you can override default values in the import settings or modify the imported data like textures or meshes.
这样你可以在导入的设置中重载默认值或修改导入的数据,如纹理或网格。
Variables变量
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The path name of the asset being imported.
被导入的资源的路径名 -
Reference to the asset importer
引用资源导入器
Functions函数
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Logs an import warning to the console.
记录一个导入警告到控制台 -
Logs an import error message to the console.
记录一个导入错误消息到控制台 -
Override the order in which importers are processed.
重载导入器执行的次序
Messages Sent发送消息
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Add this function in a subclass to get a notification just before the texture importer is run.
在子类中重载这个函数以便在纹理导入器运行之前获取通知 -
Add this function in a subclass to get a notification when a texture has completed importing just before the texture is saved to disk.
在子类中加入这个函数,以便在纹理载入存入磁盘之前获得一个通知。 -
Add this function in a subclass to get a notification just before a model (.fbx, .mb file etc.) is being imported.
在子类中加入这个函数,以便在模型载入之前获得一个通知。 -
Add this function in a subclass to get a notification when a model has completed importing
在子类中加入这个函数,以便在模型载入之后获得一个通知。 -
Gets called for each GameObject that had at least one userpropery attached to it in the imported file.
在导入文件中,为每个至少附加了一个用户属性的游戏物体调用。 -
Feeds a source material
获取一个源材质 -
Add this function in a subclass to get a notification when an audio clip has completed importing.
在子类中加入这个函数,以便在一个声音剪辑载入后获得一个通知。 -
Add this function in a subclass to get a notification just before an audio clip is being imported.
在子类中加入这个函数,以便在一个声音剪辑载入之前获得一个通知。 -
This is called after importing of any number of assets is complete (when the Assets progress bar has reached the end).
在一些资源被导入后调用(当资源进度条到达末端)
最后修改:2011年7月23日 Saturday 20:31