EditorUtility
- ClearProgressBar
- CloneComponent
- CollectDeepHierarchy
- CollectDependencies
- CompressTexture
- CopySerialized
- CreateEmptyPrefab
- CreateGameObjectWithHideFlags
- DisplayCancelableProgressBar
- DisplayDialogComplex
- DisplayDialog
- DisplayPopupMenu
- DisplayProgressBar
- ExtractOggFile
- FindPrefabRoot
- FocusProjectWindow
- FormatBytes
- GetObjectEnabled
- GetPrefabParent
- GetPrefabType
- InstanceIDToObject
- InstantiatePrefab
- IsPersistent
- OpenFilePanel
- OpenFolderPanel
- ReconnectToLastPrefab
- ReplacePrefab
- ResetGameObjectToPrefabState
- ResetToPrefabState
- SaveFilePanelInProject
- SaveFilePanel
- SaveFolderPanel
- SetDirty
- SetObjectEnabled
- SetSelectedWireframeHidden
- UnloadUnusedAssetsIgnoreM...
- UnloadUnusedAssets
EditorUtility.CreateEmptyPrefab 创建空预置
static function CreateEmptyPrefab (path : string) : Object
Description描述
Creates an empty prefab at given path.
在给定的路径创建一个空预置。
If a prefab at the path already exists it will be deleted and replaced with an empty prefab. Returns a reference to the prefab.
如果预置已经存在,它将删除并用一个空预置替换。返回一个预置的引用。
// Creates a prefab from the selected GameObjects.
// if the prefab already exists it asks if you want to replace it
//从选择的游戏物体创建预置。
//如果预置已经存在,询问是否要替换
class CreatePrefabFromSelected extends ScriptableObject {
@MenuItem("Examples/Create Prefab From Selected")
static function CreatePrefab() {
var objs = Selection.gameObjects;
for (var go : GameObject in objs) {
var localPath : String = "Assets/" + go.name + ".prefab";
if (AssetDatabase.LoadAssetAtPath(localPath, GameObject)) {
if (EditorUtility.DisplayDialog("Are you sure?",
"The prefab already exists. Do you want to overwrite it?",
"Yes",
"No"))
createNew(go, localPath);
} else {
createNew(go, localPath);
}
}
}
@MenuItem("Examples/Create Prefab From Selected", true)
static function ValidateCreatePrefab() {
return Selection.activeGameObject != null;
}
static function createNew(obj : GameObject, localPath : String) {
var prefab : Object = EditorUtility.CreateEmptyPrefab(localPath);
EditorUtility.ReplacePrefab(obj, prefab);
AssetDatabase.Refresh();
DestroyImmediate(obj);
var clone : GameObject = EditorUtility.InstantiatePrefab(prefab) as GameObject;
}
}
最后修改:2011年7月16日 Saturday 10:34