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.SaveFilePanelInProject 在项目中保存文件夹面板
static function SaveFilePanelInProject (title : string, defaultName : string, extension : string, message : string) : string
Description描述
Displays the "save file" dialog in the Assets folder of the project and returns the selected path name.
在项目的资源文件夹,显示“save file”对话框并返回选择的路径名。
参见:SaveFilePanel function.
Save File panel in project.
在项目文件中保存文件夹面板
// Opens a file selection dialog for a PNG file and saves a selected texture to the file.
//打开一个文件选择对话框用于PNG文件并保持一个选择的纹理到文件
import System.IO;
@MenuItem("Examples/Save Texture to file")
static function Apply () {
var texture : Texture2D = Selection.activeObject as Texture2D;
if(!texture) {
EditorUtility.DisplayDialog("Select Texture",
"You Must Select a Texture first!",
"Ok");
return;
}
var path = EditorUtility.SaveFilePanelInProject("Save texture as PNG",
texture.name + ".png",
"png",
"Please enter a file name to save the texture to");
if(path.Length != 0) {
// Convert the texture to a format compatible with EncodeToPNG
//转换纹理到EncodeToPNG兼容格式
if(texture.format != TextureFormat.ARGB32 && texture.format != TextureFormat.RGB24) {
var newTexture = Texture2D(texture.width, texture.height);
newTexture.SetPixels(texture.GetPixels(0),0);
texture = newTexture;
}
var pngData = texture.EncodeToPNG();
if(pngData != null) {
File.WriteAllBytes(path, pngData);
// As we are saving to the asset folder, tell Unity to scan for modified or new assets
//保存到资源文件夹,告诉Unity来扫描修改的或新的资源
AssetDatabase.Refresh();
}
}
}
最后修改:2011年7月15日 Friday 18:20