C# 无法保存编辑器脚本的变量

C# 无法保存编辑器脚本的变量,c#,unity3d,C#,Unity3d,大家好,我正试图保存一个自定义编辑器值的字段,它被设置在一个组合框中,我从互联网上获得了一个代码,但我意识到组合框中所做的更改根本不会保存,我尝试使用“保存”按钮,我尝试创建serializedfield,但我对C#和unity是新手。谢谢你的来访,祝你度过愉快的一天 using UnityEditor; using UnityEngine; [CustomEditor(typeof(DoorScript))] [System.Serializable]

大家好,我正试图保存一个自定义编辑器值的字段,它被设置在一个组合框中,我从互联网上获得了一个代码,但我意识到组合框中所做的更改根本不会保存,我尝试使用“保存”按钮,我尝试创建serializedfield,但我对C#和unity是新手。谢谢你的来访,祝你度过愉快的一天

    using UnityEditor;
    using UnityEngine;


    [CustomEditor(typeof(DoorScript))]
    [System.Serializable]
    public class ButtonDropDownMenu : Editor
    {
        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();
            DoorScript script = (DoorScript)target;

            GUIContent arrayLabel = new GUIContent("Color");
            script.index = EditorGUILayout.Popup(arrayLabel, script.index, script.options);
            /*serializedObject.FindProperty("index").intValue = script.index = EditorGUILayout.Popup(arrayLabel, script.index, script.options);
            script.index = EditorGUILayout.Popup(arrayLabel, script.index, script.options);

            var properlyToSave = serializedObject.FindProperty("Index");
            EditorGUILayout.PropertyField(properlyToSave);
            serializedObject.ApplyModifiedProperties();¨*/

        }
    }



using UnityEngine;
using UnityEngine.Experimental.Rendering.Universal;

public class DoorScript : MonoBehaviour
{
    private SpriteRenderer myColor;
    public Light2D doorLight;
    public Light2D doorPLight;

    [HideInInspector][SerializeField]
    public int index = 0;
    [HideInInspector][SerializeField]
    public string[] options = new string[]
    {
        "White",
        "Red",
        "Blue",
        "Cyan"

    };

    private void Awake()
    {
        myColor = GetComponent<SpriteRenderer>();
        ColorChanger();
    }

    void Start()
    {

    }

    private void ColorChanger()
    {
        if (index <= 0)
        {
            DoorsLights(Color.grey);
        }
        else if (index == 1)
        {
            DoorsLights(Color.red);
        }
        else if (index == 2)
        {
            DoorsLights(Color.blue);
        }
        else if (index >= 3)
        {
            DoorsLights(Color.green);
        }
    }

    private void DoorsLights(Color color)
    {
        myColor.color = color;
        doorLight.color = color;
        doorPLight.color = color;
    }
}
我曾经

 index.intValue = EditorGUILayout.Popup(arrayLabel, script.index, script.options); 

如果要从自定义编辑器更新属性,则需要使用
SerializedProperty
。像这样:

[CustomEditor(typeof(DoorScript))]
public class ButtonDropDownMenu : Editor
{
    SerializedProperty index;
    void OnEnable()
    {
        index = serializedObject.FindProperty("index");
    }
...
然后确保您正在调用
serializedObject.ApplyModifiedProperties()完成后:

public override void OnInspectorGUI()
{
    base.OnInspectorGUI();
    ...
    index = EditorGUILayout.Popup(arrayLabel, script.index, script.options);
    ...
    serializedObject.ApplyModifiedProperties();
}

希望这有帮助!如果这不起作用,请告诉我

当您取消对
serializedObject.ApplyModifiedProperties()的注释时,它是否仍然没有保存。。。这一行应该是必要的。我会再试一次,做一分钟的编辑:雪人工作得不好吗?我做了一个更改,而不是'code'index=EditorGUILayout.Popup(arrayLabel,script.index,script.options);'代码'很高兴!顺便说一句,你可以使用`来正确格式化'代码',我的符号按钮在键盘左上角
public override void OnInspectorGUI()
{
    base.OnInspectorGUI();
    ...
    index = EditorGUILayout.Popup(arrayLabel, script.index, script.options);
    ...
    serializedObject.ApplyModifiedProperties();
}