Asset List Attribute特性:用于列表和数组以及Unity type的单个元素,并将默认列表Drop替换为具有指定过滤器的所有可能资产的列表。使用此选项可以过滤并在列表或数组中包含或排除资产,而无需导航项目窗口。
AssetList:创建一个指定类型的列表
[AssetList]
[PreviewField(70, ObjectFieldAlignment.Center)]
public Texture2D SingleObject;
【Path】根据指定筛选资源的路径
[AssetList(Path = "Plugins/Sirenix/")]
public UnityEngine.Object Object;
如果是List,将以列表的形式表示出来,但是只有在选中时,才会被添加到List中
[AssetList(Path = "/Plugins/Sirenix/")]
public List<ScriptableObject> AssetList;
【AutoPopulate】符合规则的自动添加到List中
[AssetList(AutoPopulate = true)]//设置为true则自动填充符合规则的资源,false为只显示不填充
public List<MeshRenderer> AutoPopulatedWhenInspected;
【LayerNames】也可以指定layer层过滤
[AssetList(LayerNames = "MyLayerName")]//
public GameObject[] AllPrefabsWithLayerName;
【AssetNamePrefix】以资源名称的前缀作为筛选条件
[AssetList(AssetNamePrefix = "前缀")]
[FoldoutGroup("过滤后的AssetLists")]
public List<GameObject> PrefabsStartingWithPrefix;
【Tags】以资源的tag作为筛选条件,可用,符号分隔多个Tag
[AssetList(Tags = "TagA,TagB",Path = "/TutorialAsset")]
public List<GameObject> GameObjectsWithTag;
【CustomFilterMethod】自定义过滤函数
[AssetList(CustomFilterMethod = "HasRigidbodyComponent")]
public List<GameObject> MyRigidbodyPrefabs;
private bool HasRigidbodyComponent(GameObject obj)
{
return obj.GetComponent<Rigidbody>() != null;
}
完整示例代码
using Sirenix.OdinInspector;
using System.Collections.Generic;
using UnityEngine;
public class AssetListAttributeExample : MonoBehaviour
{
[AssetList]
[PreviewField(70, ObjectFieldAlignment.Center)]
public Texture2D SingleObject;
[AssetList(Path = "Plugins/Sirenix/")]
public UnityEngine.Object Object;
[AssetList(Path = "/Plugins/Sirenix/")]
public List<ScriptableObject> AssetList;
[AssetList(AutoPopulate = true)]//设置为true则自动填充符合规则的资源,false为只显示不填充
public List<MeshRenderer> AutoPopulatedWhenInspected;
[AssetList(LayerNames = "MyLayerName")]//
public GameObject[] AllPrefabsWithLayerName;
[AssetList(AssetNamePrefix = "前缀")]
[FoldoutGroup("过滤后的AssetLists")]
public List<GameObject> PrefabsStartingWithPrefix;
[AssetList(Tags = "TagA,TagB",Path = "/TutorialAsset")]
public List<GameObject> GameObjectsWithTag;
[AssetList(CustomFilterMethod = "HasRigidbodyComponent")]
public List<GameObject> MyRigidbodyPrefabs;
private bool HasRigidbodyComponent(GameObject obj)
{
return obj.GetComponent<Rigidbody>() != null;
}
}