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InBox/编辑器/SearchFilter UnityEditor筛选器.md
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InBox/编辑器/SearchFilter UnityEditor筛选器.md
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InBox/编辑器/SerializedObject.md
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InBox/编辑器/SerializedObject.md
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### [[Unity编辑器扩展基础总结] 第5章 序列化对象 SerializedObject](链接)
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#### 第5章 序列化对象 SerializedObject
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###### https://www.cnblogs.com/ppne/p/14752941.html
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### 笔记
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#### SerializedObject:
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##### 作用:
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资源文件的序列化和反序列化
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可以链接一个数组,多个对象使用同一个SerializedObject
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##### 运行:
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继承Mono,ScriptableObject,Editor,EditorWindow
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会为对象生成SerializedObject,生成对象会在内部缓存
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所以如果两个不同位置使用同一个对象,应使用Update更新对象,使用ApplyModifiedPropertiyin应用这个对象的更改
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创建资源时,会先创建SerializedOject, 这个对象再创建Object和.meta
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#### Object
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资源文件,一般为二进制或者yaml文件,记录文件序列化信息
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#### .meta
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记录文件导入相关信息
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我们也可以使用UnityEditorInternal命名空间中的**InternalEditorUtility.SaveToSerializedFileAndForget**将UnityEngine.Object另存为资源。
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#### Q:
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AssetDataBase.Load()到底是序列化作用,还是从内存中找到GameObject对应的SerializedObject?
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反射命中对象到底是SerializedObject还是GameObject
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![[Pasted image 20221025121100.png]]
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当脚本Load出来的时候会自动反序列化
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InBox/编辑器/时间轴编辑器/Timeline TODO.canvas
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InBox/编辑器/时间轴编辑器/Timeline TODO.canvas
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{
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"nodes":[
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{"id":"ed3d4299af3c74e1","type":"text","text":"# BUG\n\n拖拽BoxSpan在滚动之后异常","x":-220,"y":-740,"width":250,"height":480},
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{"id":"0d8282c969461d99","type":"text","text":"# 目前\n\n默认状态 切换状态 是否回到默认状态\n\n支持输入监听配置\n{\n\t支持预输入配置\n}\n\n\n需要支持删除操作\n支持粘贴板操作\n\n实际的敌人\n","x":-1060,"y":-740,"width":250,"height":480,"color":"1"},
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{"id":"9ac5e140a1fddd90","type":"text","text":"# 重要\n\n需要一个Inspector面板\n\n滚轮缩放控制帧间隔宽度\n帧位置跟随宽度变化\n\n相机状态切换\n屏幕震动\n卡帧时间\n\n拖拽Box\n\n特效轨道\n{\n\t跟随节点\n\t\n}","x":-780,"y":-740,"width":250,"height":480,"color":"2"},
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{"id":"d0bcb2652c1d4cbf","type":"text","text":"# 低优先","x":-500,"y":-740,"width":250,"height":480,"color":"4"}
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],
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"edges":[]
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}
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