參考http://blog.csdn.net/candycat1992/article/details/52181814
1.創建類直接繼承ScritableObject類,定義需要存儲數據的變量或靜態變量,繼承自ScritableObject類的變量數據保存運行時的修改,下次運行時數據爲上一次退出時的內容,類似於一個XML JASON或數據庫等文件存儲原理,保存對文件的修改.
2.在Asset下創建一個實例化腳本的快捷菜單,點擊生成一個腳本實例,通過資源獲取該實例並在運行時修改其內容,內容將保持最新修改狀態.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName="MySubMenue/Create MyScriptableObject ")]
public class MyScriptableObject : ScriptableObject
{
public int someVariable;
public GameObject someObject;
public AudioClip[] someClip;
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestSripts : MonoBehaviour {
MyScriptableObject[] scriptedObject;
// Use this for initialization
void Awake () {
scriptedObject = Resources.FindObjectsOfTypeAll<MyScriptableObject> ();
}
// Update is called once per frame
void OnEnable () {
foreach (var item in scriptedObject) {
item.someVariable += 1;
}
}
void OnDisable(){
foreach (var item in scriptedObject) {
Debug.LogError (item.someVariable);
}
}
}