我该如何"ping"自定义Unity3D检查器中的文本文件?
我试图在Unity3D的自定义编辑器中"ping"文本文件,例如使用 EditorGUIUtility.PingObject (在Hierachy中显示文件,并闪烁黄色选择字段).
文件位于Assets/StreamingAssets/Example.csv
I'm trying to "ping" a Textfile in a custom editor in Unity3D like e.g. using EditorGUIUtility.PingObject (Shows the file in the Hierachy and flashes a yellow selection field over it).
The file is under Assets/StreamingAssets/Example.csv
最简单的解决方案(我认为)是简单地在ObjectField中显示它->如果单击该字段,资产也会被"ping". 所以我正在尝试:
The simplest solution (I thought) would be to simply show it in an ObjectField -> if clicking on the field the asset also gets "pinged". so I'm trying:
// For debug, later the filename will be dynamic
var path = "Assets/StreamingAssets/" + "Example" + ".csv";
TextAsset file = (TextAsset)AssetDatabase.LoadAssetAtPath(path, typeof(TextAsset));
EditorGUILayout.PrefixLabel("CSV File", EditorStyles.boldLabel);
EditorGUILayout.ObjectField(file, typeof(TextAsset), false);
但是尽管文件存在并且path
正确,但file
仍然是null
But though the file is there and the path
correct, file
is allways null
My mistake was the typecasting to TextAsset
and using LoadAssetAtPath
which requires a Type
parameter.
将其取消广播"为object
(资产),并使用 LoadMainAssetAtPath
而不需要Type
参数现在可以正常工作:
Leaving it "uncasted" as object
(asset) and using LoadMainAssetAtPath
instead which doesn't require the Type
parameter works now:
// For debug, later the filename will be dynamic
var path = "Assets/StreamingAssets/" + "Example" + ".csv";
var file = AssetDatabase.LoadMainAssetAtPath(path);
EditorGUILayout.PrefixLabel("CSV File", EditorStyles.boldLabel);
EditorGUILayout.ObjectField(file, typeof(object), false);