利用ScriptableObject生成配置文件

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[System.Serializable]
public class Info : ScriptableObject
{
    [SerializeField]
    public string str = "";


    [SerializeField]
    public int count = 1;


}


    [MenuItem("MyMenu/CreatInfo")]
    static void CreatInfo()
    {
        Info info = ScriptableObject.CreateInstance<Info>();


        info.str = "Test";
        info.count = 10;

//注意 后缀要是.asset

        AssetDatabase.CreateAsset(info, string.Format("Test-{0:yyyyMMdd-HHmmss}.asset", DateTime.Now));
        AssetDatabase.SaveAssets();
    }



using System.Collections;

using System.Collections.Generic;
using UnityEngine;
using System;
using UnityEngine.UI;


[Serializable]
public class DetailInfo {


    [SerializeField]
    private string str;
    public string Str { get { return str; } }


    [SerializeField]
    private Image image;
    public Image Image { get { return image; } }


    [SerializeField]
    private AudioSource audioSource;
    public AudioSource AudioSource { get { return audioSource; } }

}


using System.Collections;
using System.Collections.Generic;
using UnityEngine;


public abstract class BaseDetailList<T> : ScriptableObject where T : DetailInfo{

    [SerializeField]
    protected List<T> details;

    public T GetDetails(int index)
    {
        return details[index];
    }

    public int GetCount()
    {
        return details.Count;
    }
}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;


[CreateAssetMenu(fileName ="detailInfo",menuName ="Creat/CreatDetailInfos",order =1)]
public class DetailList : BaseDetailList<DetailInfo>
{
}


using System.Collections.Generic;
using UnityEngine;


public class DetailShowPanel : MonoBehaviour {

    public DetailList infos;
    public int currentIndex;

    void Start()
    {
        DetailInfo info = infos.GetDetails(currentIndex);
        Debug.LogError(info.Str);
    }

}