【Unity】读写ProjectSettings、UserSettings、Library文件夹中的文件

【Unity】读写ProjectSettings、UserSettings、Library文件夹中的文件

AssetDatabase 类提供的 LoadAssetAtPath 方法和 CreateAsset 方法只能读写Assets、Packages文件夹中的资产,如果想要读写其他文件夹(ProjectSettings、UserSettings、Library等)中的资产,需要使用
UnityEditorInternal.InternalEditorUtility 类。

Folders

方法说明

  • Object[] LoadSerializedFileAndForget(string path)
    • 从指定路径加载资产
    • path 参数:相对于工程根目录的加载路径,带扩展名,例如 ProjectSettings/MySettings.asset
    • 返回值:加载到的资产数组
  • void SaveToSerializedFileAndForget(Object[] obj, string path, bool allowTextSerialization)
    • 向指定路径存储资产
    • obj 参数:要存储的资产数组
    • path 参数:存储路径
    • allowTextSerialization 参数:是否以文本形式存储

示例

该示例在 ProjectSettings 文件夹中创建了一个名为 MySettings.asset 的配置文件,并在菜单栏中添加了一个菜单项 Tests/Project Settings Demo 来进行读写测试。

注意:示例中的创建的资产只能在Editor中读写,不可用于非Editor环境。

ProjectSettings 文件夹中的配置文件,通常需要实现一个对应的 SettingsProvider

MySettings

using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using UnityEngine.Assertions;

// See also: https://docs.unity3d.com/ScriptReference/SettingsProvider.html 
public class MySettings : ScriptableObject
{
    
    
    #region Test

    [MenuItem("Tests/Project Settings Demo")]
    public static void TestSave()
    {
    
    
        var mySettings = MySettings.Instance;
        var data = mySettings.data;
        var newData = data + 1;
        var save = EditorUtility.DisplayDialog("Test Project Settings Demo",
            $"Old data: {
      
      data}, new data: {
      
      newData}.", "Save", "Cancel");
        if (save)
        {
    
    
            mySettings.data += 1;
            mySettings.Save();
        }
    }

    #endregion

    #region Singleton

    public const string AssetPath = "ProjectSettings/MySettings.asset";
    private static MySettings s_instance;

    public static MySettings Instance
    {
    
    
        get
        {
    
    
            if (!s_instance) CreateAndLoad();
            return s_instance;
        }
    }

    private static void CreateAndLoad()
    {
    
    
        Assert.IsTrue(!s_instance);

        // Load
        var files = InternalEditorUtility.LoadSerializedFileAndForget(AssetPath);
        if (files.Length != 0)
        {
    
    
            s_instance = (MySettings)files[0];
        }

        // Create
        if (!s_instance)
        {
    
    
            s_instance = CreateInstance<MySettings>();
            EditorUtility.SetDirty(s_instance);
            s_instance.Save();
        }
    }

    #endregion


    // Put your data here
    public int data;


    public MySettings()
    {
    
    
        if (s_instance)
        {
    
    
            Debug.LogError($"{
      
      nameof(MySettings)} already exists. Did you query the singleton in a constructor?");
        }
    }

    public void Save()
    {
    
    
        if (!s_instance)
        {
    
    
            Debug.LogError($"Cannot save {
      
      nameof(MySettings)}: no instance!");
            return;
        }

        InternalEditorUtility.SaveToSerializedFileAndForget(new[] {
    
     s_instance }, AssetPath, true);
    }
}

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转载自blog.csdn.net/qq_21397217/article/details/130662584
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