Unity3D圣典3.3版本-中文版
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EditorApplication 编辑器应用程序
# EditorApplication 编辑器应用程序 Main Application class. 主应用程序类。 Note: This is an editor class. To use it you have to place your script in Assets/Editor inside your project folder. Editor classes are in the UnityEditor namespace so for C# scripts you need to add "using UnityEditor;" at the beginning of the script. 注意:这是一个编辑器类,如果想使用它你需要把它放到工程目录下的 Assets/Editor 文件夹下。编辑器类在 UnityEditor 命名空间下。所以当使用 C#脚本时,你需要在脚本前面加上 "using UnityEditor"引用。 ### Class Variables**类变量** * [currentScene](EditorApplication.currentScene.html) The path of the scene that the user has currently open (Read Only) 用户当前打开场景的路径(只读) * [isPlaying](EditorApplication.isPlaying.html) Is editor currently in play mode? 编辑器当前是否在播放模式? * [isPlayingOrWillChangePlaymode](EditorApplication.isPlayingOrWillChangePlaymode.html) Is editor either currently in play mode, or about to switch to it? (Read Only) 当前编辑器是否在播放模式或者即将切换到播放模式(只读)。 * [isPaused](EditorApplication.isPaused.html) Is editor currently paused? 当前编辑器是否暂停? * [isCompiling](EditorApplication.isCompiling.html) Is editor currently compiling scripts? (Read Only) 当前编辑器是否在编译脚本(只读)? * [applicationContentsPath](EditorApplication.applicationContentsPath.html) Path to the Unity editor contents folder (Read Only) 到 Unity 编辑器内容文件夹的路径(只读)。 * [applicationPath](EditorApplication.applicationPath.html) Returns the path to the Unity editor application (Read Only) 返回 Unity 编辑器应用程序的路径(只读)。 * [update](EditorApplication.update.html) Delegate for generic updates. 通用更新的委托。 * [modifierKeysChanged](EditorApplication.modifierKeysChanged.html) Delegate for changed keyboard modifier keys. 用于改变的键盘修改键(组合键)的委托。 * [playmodeStateChanged](EditorApplication.playmodeStateChanged.html) Delegate for play mode state changes. 对播放模式状态改变的委托。 * [timeSinceStartup](EditorApplication.timeSinceStartup.html) The time since the editor was started (Read Only) 从编辑器打开至今的时间(只读)。 ### Class Functions**类函数** * [NewScene](EditorApplication.NewScene.html) Create a new scene // 创建一个新的场景。 * [OpenScene](EditorApplication.OpenScene.html) Opens the scene at path. // 打开指定路径下的场景。 * [OpenSceneAdditive](EditorApplication.OpenSceneAdditive.html) Opens the scene at path additively. 打开在附加路径的场景。 * [SaveScene](EditorApplication.SaveScene.html) Save the scene at path. // 保存场景到指定路径。 * [SaveCurrentSceneIfUserWantsTo](EditorApplication.SaveCurrentSceneIfUserWantsTo.html) Ask the user if he wants to save the open scene. 询问用户是否要保存当前场景。 * [OpenProject](EditorApplication.OpenProject.html) Open another project. // 打开另外一个工程。 * [SaveAssets](EditorApplication.SaveAssets.html) Saves all serializable assets that have not yet been written to disk (eg. Materials) 保存所有未写入磁盘可序列化的资源(例如,材质)。 * [Step](EditorApplication.Step.html) Perform a single frame step. 执行单帧。就是一帧一帧的执行。 * [LockReloadAssemblies](EditorApplication.LockReloadAssemblies.html) Prevents loading of assemblies when it is inconvenient. 当编辑器不便时,阻止加载程序集。 * [ExecuteMenuItem](EditorApplication.ExecuteMenuItem.html) Invokes the menu item in the specified path. 调用指定路径的菜单项。 * [UnlockReloadAssemblies](EditorApplication.UnlockReloadAssemblies.html) Must be called after LockReloadAssemblies, to reenable loading of assemblies. 必须在 LockReloadAssemblies 之后调用,用来重新激活加载程序集。 * [Exit](EditorApplication.Exit.html) Exit the Unity editor application. 退出 Unity 编辑器程序。 * [Beep](EditorApplication.Beep.html) Plays system beep sound. // 播放系统鸣叫**。** ### Delegates**委托** * [CallbackFunction](EditorApplication.CallbackFunction.html) Delegate to be called from EditorApplication callbacks. 委托需从 [EditorApplication](EditorApplication.html) 回调调用。
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2022年5月19日 23:14
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