部分參考:
https://indienova.com/indie-game-development/unity-tips-and-tricks-1/
https://blog.csdn.net/l773575310/article/details/71698746
[System.Serializable]跟狱、[System.NonSerialized]、[SerializeField]针炉、[HideInInspector]
[Spcae]纪挎、[Header("")]规哪、[TextArea]乖篷、[Range(,)]
[RequireComponent(typeof(Rigidbody))]
-
ContextMenu:
MenuItem:菜單項(xiàng),使用和ContextMenu差不多
Tooltip:鼠標(biāo)移到Inspector對(duì)應(yīng)字段上擅笔,會(huì)出現(xiàn)提示
[Tooltip("提示")]
public int a;
-
Inspector Math Expressions(屬性使用表達(dá)式):
-
FormerlySerializedAs:讓引用了對(duì)應(yīng)變量的組件自動(dòng)更新為更改后的屬性名呢灶。
-
AddComponentMenu:添加到組件菜單
[DefaultExecutionOrder(100)]:
默認(rèn)情況下吴超,不同的腳本的Awake/OnEnable/Update函數(shù)根據(jù)腳本的拖到Inspector上順序依次調(diào)用。但是可以通過(guò)設(shè)置腳本執(zhí)行順序來(lái)調(diào)整這些函數(shù)的執(zhí)行鸯乃。OnOpenAssetAttribute:用于在Unity中打開(kāi)資產(chǎn)的回調(diào)屬性
[OnOpenAsset(1))]
public static bool OnOpenAsset (int instanceID, int line)
{
var myTreeAsset = EditorUtility.InstanceIDToObject (instanceID) as MyTreeAsset;
if (myTreeAsset != null)
{
var window = GetWindow ();
window.SetTreeAsset(myTreeAsset);
return true;
}
return false; // we did not handle the open
}
ColorUsage:用于配置顏色字段和顏色選擇器用法的屬性鲸阻。
DisallowMultipleComponent:不能重復(fù)添加這個(gè)類的組件,重復(fù)添加會(huì)彈出對(duì)話框缨睡。