摘要:
1:生成类A,用来保存相关数据public class AudioSource : MonoBehaviour{ public AudioClip m_AudioClip; void Awake() { } // Use this for initialization void Start () { }}2:生成类B,继承Editorusing UnityEditor;[CustomEditor(typeof(AudioSource))]public class InspectorAudioSource : Editor { public override void OnInspector.. 阅读全文