SerializeField
Inherits from Attribute
Force Unity to serialize a private field.
强制Unity去序列化一个私有域。
You will almost never need this. When Unity serializes your scripts, it will only serialize public fields. If in addition to that you also want Unity to serialize one of your private fields you can add the SerializeField attribute to the field.
你差点儿从来不须要它。当Unity序列化你的脚本的时候。它将紧紧序列化公有域。假设作为附加你也想要Unity去序列化你的一个私有域,你能够加入SerializeField(序列化域)属性给这个域。
Unity will serialize all your script components, reload the new assemblies, and recreate your script components from the serialized verions. This serialization does not happen with .NET's serialization functionality, but with an internal Unity one.
Unity将序列化全部你的脚本组件,重载新的集合,而且又一次创建你的脚本组件从这个序列化版本号。这个序列化不会发生通过.Net的序列化功能,而是用一个内部的Unity序列化功能。
The serialization system used can do the following:
这个序列化系统使用能够做下面事情:
- CAN serialize public nonstatic fields (of serializable types)
- 能够序列化公有的非静态域(序列化类型的)
- CAN serialize nonpublic nonstatic fields marked with the [SerializeField] attribute.
- 能够序列化非公有非静态域用[SerializeField]属性标记。
- CANNOT serialize static fields.
- 不能够序列化静态域。
- CANNOT serialize properties.
- 不能够序列化属性。
Your field will only serialize if it is of a type that Unity can serialize:
你的域将紧紧序列化假设他是Unity能够序列化的一种类型。
Serializable types are:
序列化的类型有:
- All classed inheriting from UnityEngine.Object, for example Gameobject, Commponent, MonoBehaviour, Texture2D, AnimationClip.. - All basic data types like int, string, float, bool. - Some built in types like Vector2, Vector3, Vector4, Quaternion, Matrix4x4,
Color, Rect, Layermask.. - Arrays of a serializable type
- 全部继承自UnityEngine.Object的类,比如GameObject,Component,MonoBehaviour,Texture2D,AnimationClip..- 全部基本类型像int,string,float,bool.- 一些内建类型像Vector2,Vector3,Vector4,Quaternion,Matrix4x4,Color,Rect,Layermask..- 一个序列化类型的Array(数组)
- List of a serializable type (new in Unity2.6)
- 一个序列化类型的列表(新的在Unity2.6)
- Enums
- 枚举。
Headsup note: if you put one element in a list (or array) twice, when the list gets serialized, you'll get two copies of that element, instead of one copy being in the new list twice.
特别注意:假设你放一个元素在一个列表(或者数组)两次,当列表被序列化的时候,你将得到两个这个元素的拷贝,而不是一个拷贝两次在新的列表。
Hint: Unity won't serialize Dictionary, however you could store a Listf<> or keys and a List<> for values, and sew them up in a non serialized dictionary on Awake(). This doesn't solve the problem of when you want to modify the dictionary and have it "saved"
back, but it is a handy trick in a lot of other cases.
暗示:Unity不会序列化Dictionary(字典)。然而你能够存储一个列表给键,一个列表给值。而且缝合他们在一个非序列化dictionary(字典)在Awake()。这不会解决当你想要改动dictionary(字典)和让它的"被保存"返回的问题。可是它在非常多其它的情况里是一个便利的窍门。
For UnityScript users: Fields in c# is a script variable in UnityScript, and [SerializeField] becomes @SerializeField. [Serializable] on a class becomes @script Serializable in a UnityScript
给UnityScript用户:C#中的域在UnityScript中是一个脚本变量,而且[SerializeField]变成@SerializeField。[Serializable] 在一个类上变成@script Serializable在一个UnityScript。
// Javascript example
//This field gets serialized because it is public.
//这个域被序列化由于他是公开的。
var name = "John";
//This field does not get serialized because it is private.
//这个域没有被序列化由于它是私有的。
private var age = 40;
//This field gets serialized even though it is private
//这个域被序列化虽然他是私有的。
//because it has the SerializeField attribute applied.
//由于它应用了SerializeField属性
@SerializeField
private var hasHealthPotion:boolean = true;
function Update () {
}
//C# example
using UnityEngine;
public class SomePerson : MonoBehaviour {
//This field gets serialized because it is public.
public string name = "John";
//This field does not get serialized because it is private.
private int age = 40;
//This field gets serialized even though it is private
//because it has the SerializeField attribute applied.
[SerializeField]
private bool hasHealthPotion = true;
void Update () {
}
}