Assets\Editor\Create_ScriptableObject.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; public class Create_ScriptableObject { [MenuItem("Assets/Create/CreateAsset", false, 0)] static void CreateAsset() { Armory script = ScriptableObject.CreateInstance<Armory>(); script.arsenalList = new List<Armory.ArsenalInfo>(); script.arsenalList.Add(new Armory.ArsenalInfo { name = "狙击枪", code = "98K" }); script.arsenalList.Add(new Armory.ArsenalInfo { name = "步枪", code = "AK-47" }); script.arsenalList.Add(new Armory.ArsenalInfo { name = "步枪", code = "Skr" }); // 将资源保存到本地 AssetDatabase.CreateAsset(script, "Assets/Resources/Armory.asset"); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); } }
Assets\Scripts\Armory.cs
using System.Collections.Generic; using UnityEngine; [CreateAssetMenu] public class Armory : ScriptableObject { public List<ArsenalInfo> arsenalList; [System.Serializable] public class ArsenalInfo { public string name; public string code; } }
Assets\Scripts\CubeScript.cs
using UnityEngine; public class CubeScript : MonoBehaviour { private void Start() { // 访问Resources文件夹下的文件 Armory script = Resources.Load<Armory>("Armory"); foreach (var arsenalInfo in script.arsenalList) { Debug.Log($"name: {arsenalInfo.name}; code: {arsenalInfo.code}"); } } }