Unity 创建一个.asset文件

 1 using System.Collections;
 2 using System.Collections.Generic;
 3 using UnityEditor.AddressableAssets.Settings;
 4 using UnityEngine;
 5 using UnityEngine.Serialization;
 6 
 7 [CreateAssetMenu(fileName = nameof(BuildScriptFastMode) + ".asset", menuName = "Tools/Content Builders/Use Asset Database (fastest)")]
 8 public class NewBehaviourScript: ScriptableObject//,IComparer<AddressableAssetEntry>, ISerializationCallbackReceiver
 9 {
10 
11 
12     [FormerlySerializedAs("m_name")]
13     [SerializeField]
14     string m_GroupName;
15     [FormerlySerializedAs("m_data")]
16     [SerializeField]
17     KeyDataStore m_Data;
18     [FormerlySerializedAs("m_guid")]
19     [SerializeField]
20     string m_GUID;
21     [FormerlySerializedAs("m_serializeEntries")]
22     [SerializeField]
23     List<AddressableAssetEntry> m_SerializeEntries = new List<AddressableAssetEntry>();
24     [FormerlySerializedAs("m_readOnly")]
25     [SerializeField]
26     internal bool m_ReadOnly;
27     [FormerlySerializedAs("m_settings")]
28     [SerializeField]
29     AddressableAssetSettings m_Settings;
30     [FormerlySerializedAs("m_schemaSet")]
31     [SerializeField]
32     AddressableAssetGroupSchemaSet m_SchemaSet = new AddressableAssetGroupSchemaSet();
33 
34 
35 }
36 public class BuildScriptFastMode
37 {
38 
39 }

 

posted @ 2022-07-12 17:44  枫亦  阅读(52)  评论(0)    收藏  举报