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.ResetToPrefabState 重设到预置状态
static function ResetToPrefabState (obj : Object) : bool
Description描述
Resets the properties of the component or game object to the parent prefab state
重设组件或游戏物体的属性到父预置状态。
All overrides will be cleared. However the transform.position and rotation of a root game object in a prefab instance will never be cleared.
所有覆盖将被清除。然而,预设实例根游戏物体的transform.position 和 rotation,将不会被清除。
// Try to set the selected GameObject to a prefab state
//尝试设置选择的游戏物体到预置状态
class EditorUtilityResetToPrefabState extends ScriptableObject {
@MenuItem("Examples/Attempt to reset to prefab %r")
static function Reset() {
if(EditorUtility.ResetToPrefabState(Selection.activeGameObject))
Debug.Log("Reseted to prefab state successfully!");
else
Debug.LogError("Couldnt reset to a prefab state " + Selection.activeGameObject.name);
}
@MenuItem("Examples/Attemp to reset to prefab %r", true)
static function CheckReset() {
return Selection.activeGameObject != null;
}
}
最后修改:2011年7月16日 Saturday 10:53