Unity3d Editor使用

1:生成類A,用來保存相關數據ide

public class AudioSource : MonoBehaviour{


	public AudioClip 		m_AudioClip;

	void Awake()
	{
	}
	// Use this for initialization
	void Start () {
	}
}

 2:生成類B,繼承Editorthis

using UnityEditor;


[CustomEditor(typeof(AudioSource))]
public class InspectorAudioSource : Editor {

	public override void OnInspectorGUI()
	{
		AudioSource AS	=	(AudioSource)target;
		
		AS.m_AudioClip		=	EditorGUILayout.ObjectField("Audio Clip", AS.m_AudioClip, typeof(AudioClip), false) as AudioClip;

		GUILayout.Space(20.0f);
		if (GUILayout.Button("Generate New Audio"))
		{
			AS.CreateNewAudio();
		}
	}

}

 加上這二個類,在Inspector上就會顯示一個AudioClip選擇和一個按鍵blog

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