创建ScriptableObject数据一些坑

using UnityEditor;
using UnityEngine;
///
/// 创建喷漆数据类型
///
public class CreatAssetUtil : ScriptableObject
{
[MenuItem("Assets/Create/CoatPaintSprayUIStepConfig")]
public static void CreateCoatPaintSprayUIStepConfig()
{
CoatPaintSprayUIStepConfig asset = ScriptableObject.CreateInstance();

AssetDatabase.CreateAsset(asset, "Assets/[Game]/Resources/MatchData/Config/CoatPaintSprayUIStepConfig.asset");
AssetDatabase.SaveAssets();
EditorUtility.FocusProjectWindow();
Selection.activeObject = asset;
AssetDatabase.Refresh();
}
}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CoatPaintSprayUIStepConfig : ScriptableObject
{

public int _CurrentThrough;

public int _CurrentStep = -1;

public int _TotalThrough = 2;

public Sprite _CoatSpraySprite;

public List _SprayThroughTextList = new List();
【创建ScriptableObject数据一些坑】
public int _GunType;

public int _GunAuxiliaryLine;

public List _CoatPaintCompleteSpray;

public List _SprayTime = new List();

public List _SprayCollimationTime = new List();

public List _OverlappingCollimation;
public List _GunName = new List();
}
类名一定要相同,类一定要单独创建脚本

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