private void btn_editSave_Click(object sender, EventArgs e) { if (string.IsNullOrEmpty(txt_settingSaveName.Text)) { MessageBox.Show("Setting Name Required"); return; } ABSetting setting = GetSettingsFromForm(); if (grd_settingsList.SelectedRows.Count > 0) { object pkId = grd_settingsList.SelectedRows[0].Cells["PkId"].Value; setting.PkId = Convert.ToInt32(pkId); SettingDAL.UpdateSetting(setting); } else { SettingDAL.SaveSetting(setting); } SettingList_Load(sender, e); HideSettingForm(); }
private void FillFormFormSetting(ABSetting setting) { if (setting != null) { txt_settingSaveName.Text = setting.Name; txt_buyPrice.Text = setting.BuyPrice; txt_listPrice.Text = setting.ListPrice; chk_sellBoughtCard.Checked = setting.SellBoughtItem; chk_sellAllCards.Checked = setting.SellTransferList; } }
private void btn_editSetting_Click(object sender, EventArgs e) { if (grd_settingsList.SelectedRows.Count > 0) { object pkId = grd_settingsList.SelectedRows[0].Cells["PkId"].Value; ABSetting setting = SettingDAL.GetSetting(pkId); FillFormFormSetting(setting); } ShowSettingForm(); }
private ABSetting GetSettingsFromForm() { ABSetting setting = new ABSetting { Name = txt_settingSaveName.Text, BuyPrice = txt_buyPrice.Text, ListPrice = txt_listPrice.Text, SellBoughtItem = chk_sellBoughtCard.Checked, SellTransferList = chk_sellAllCards.Checked, }; return(setting); }
public static void SetupABNames() { var setting = ABSetting.GetSetting(); beDepInfoDict.Clear(); int progressCount = 0; AssetDatabase.StartAssetEditing(); foreach (var info in setting.infos) { progressCount++; EditorUtility.DisplayProgressBar("设置AB包配置", "设置" + info.ABName, (float)progressCount / (float)setting.infos.Count); //添加一个文件夹是 一个ab包资源 if (info.subFolderLevel == 0) { for (int j = 0; j < info.paths.Count; j++) { var path = AssetDatabase.GetAssetPath(info.paths[j]).Replace("\\", "/"); var ab = GenABBuild(info.ABName, GetFiles(path)); SetFileABName(ab.assetBundleName, ab.assetNames); } } //添加一个二级文件夹是一个ab包资源 if (info.subFolderLevel == 1) { //这里的ab name必须路径的子目录一个名字。 var ab = GenABBuild2(info.ABName); foreach (var a in ab) { SetFileABName(a.assetBundleName, a.assetNames); } } //添加一个三级文件夹是一个ab包资源 if (info.subFolderLevel == 2) { //这里的ab name必须路径的子目录一个名字。 var ab = GenABBuild3(info.ABName); foreach (var a in ab) { SetFileABName(a.assetBundleName, a.assetNames); } } //添加一个场景文件夹 if (info.subFolderLevel == 3) { foreach (var folder in info.paths) { var path = AssetDatabase.GetAssetPath(folder).Replace("\\", "/"); var ab = GenABBuildMap(path, info.ABName); foreach (var a in ab) { SetFileABName(a.assetBundleName, a.assetNames); } } } } MarkResourceFolder(); AssetDatabase.StopAssetEditing(); EditorUtility.DisplayProgressBar("设置AB包配置", "完成设置", 1f); CheckDuplicatedAutoDepFile(); AssetDatabase.RemoveUnusedAssetBundleNames(); var allABNames = AssetDatabase.GetAllAssetBundleNames(); //UnityEngine.Debug.Log("total ab name count:" + allABNames.Length); EditorUtility.ClearProgressBar(); Debug.Log("finish set asset bundle name!"); }