分配一个带有 MonoBehaviour 的预制件:
Class1
包含在预制件中,其值在检查器中设置。然后这个预制件在检查器中被分配给MainClass.prefab
.的实例
public class Class1 : MonoBehaviour
{
[SerializeField]
private int Size = new Size();
}
public class MainClass : MonoBehaviour
{
[SerializeField]
// Prefab with Class1 assigned in the inspector
private GameObject prefab = null;
}
然后在运行时、某处和某个时间在条件下使用它。为了方便,这只是在
MainClass.Update()
:
// MainClass
public void Update()
{
// Error check? In examples?
GameObject go = prefab;
Class1 class1 = go.GetComponent<Class1>();
Size size = new Size(class1.width, class1.depth);
// swap width and depth if wanted/needed
...
if( size == pseudo_fit )
{
go = GameObject.Instantiate(prefab>);
...
}
}
这样保存还是能带来意想不到的效果?