1:生成类A,用来保存相关数据
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public
class AudioSource : MonoBehaviour{ public
AudioClip m_AudioClip; void
Awake() { } // Use this for initialization void
Start () { } } |
2:生成类B,继承Editor
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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(); } } } |
加上这二个类,在Inspector上就会显示一个AudioClip选择和一个按键
原文:http://www.cnblogs.com/chenan/p/3547683.html