Unity 将一个类序列化并以 ".asset" 类型存储在 Resources 文件夹下

概念:

序列化 (Serialization)将对象的状态信息转换为可以存储或传输的形式的过程。在序列化期间,对象将其当前状态写入到临时或持久性存储区。以后,可以通过从存储区中读取或反序列化对象的状态,重新创建该对象。

实现例子:

写一个MyClass类,提供了可被序列化的属性,不用其余操作,如下:

using UnityEngine;
using UnityEditor;

[InitializeOnLoad]
public class MyClass : ScriptableObject
{

    public void SetBoolenTest(bool value)
    {
        boolenTest = value;
        DirtyEditor();
    }

    public void SetIntTest(int value)
    {
        intTest = value;
        DirtyEditor();
    }

    public void SetStrTest(string value)
    {
        strTest = value;
        DirtyEditor();
    }

    public void SetStrIndex(int index)
    {
        strIndex = index;
        SetStrTest(strList[index]);
        DirtyEditor();
    }

    private void DirtyEditor()
    {
        EditorUtility.SetDirty(Instance);
    }

    public bool BoolenTest
    {
        get
        {
            return Instance.boolenTest;
        }
    }
    public int IntTest
    {
        get
        {
            return Instance.intTest;
        }
    }
    public string StrTest
    {
        get
        {
            return Instance.strTest;
        }
    }
    public int StrIndex
    {
        get
        {
            return strIndex;
        }
    }

    [SerializeField]
    private bool boolenTest = true;
    [SerializeField]
    private int intTest = 1;
    [SerializeField]
    private string strTest = "hello world";
    [SerializeField]
    private int strIndex = 0;

    public string[] strList = new string[] { "str_1", "str_2", "str_3" };

    private static MyClass _instance;
    public static MyClass Instance
    {
        get
        {
            if (_instance == null)
            {
                _instance = Resources.Load("MyClass") as MyClass;
            }
            if (_instance == null)
            {
                _instance = CreateInstance<MyClass>();
                AssetDatabase.CreateAsset(_instance, "Assets/Resources/MyClass.asset");
            }
            return _instance;
        }
    }
}

写一个测试类,不用其余操作,如下:

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

public class ToolsTest : MonoBehaviour {

    // Use this for initialization
    void Start () {
        
    }
    
    // Update is called once per frame
    void Update () {
        
    }

    [MenuItem("EditorTools/Test")]
    public static void Test()
    {
        var myClass = MyClass.Instance;
        myClass.SetIntTest(666);
        myClass.SetBoolenTest(false);
        myClass.SetStrTest("hello,I am black");


    }
}

Unity菜单栏会出现 EditorTools —Test 按钮,此时新建一个Resources文件夹,然后点击按钮(没有Resources文件夹点击按钮没反应),就会在Resources文件夹下产生一个存储的文件,(没有反应的话重新打开此场景)如下:

      

原文地址:https://www.cnblogs.com/Peng18233754457/p/8877411.html