public override void OnGUI(string searchContext)
        {
            base.OnGUI(searchContext);

            LightmapAttachSetting setting = LightmapAttachSetting.GetInstance();

            EditorGUILayout.BeginHorizontal();
            if (GUILayout.Button("保存"))
            {
                LightmapAttachSetting.GetInstance().Save();
                m_ExporterFileNameTypeChanged = false;
            }
            EditorGUILayout.EndHorizontal();

            setting.ExporterFolder = (EGLUtility.Folder("导出设置保存目录", setting.ExporterFolder));

            if (m_ExporterFileNameTypeChanged)
            {
                EditorGUILayout.HelpBox("修改这项设置,会导致之前的导出设置丢失场景的索引。"
                                        , MessageType.Warning);
            }
            if (EGLUtility.EnumPopup(out setting.ExporterFileNameType
                                     , "导出设置文件名"
                                     , setting.ExporterFileNameType))
            {
                m_ExporterFileNameTypeChanged = true;
            }
        }
        public override void OnGUI(string searchContext)
        {
            base.OnGUI(searchContext);

            AssetVersionSetting setting = AssetVersionSetting.GetInstance();

            EditorGUILayout.BeginHorizontal();
            if (GUILayout.Button("保存"))
            {
                setting.Save();
            }

            if (GUILayout.Button("生成资源版本文件"))
            {
                AssetVersionBuilder.GenerateAssetVersionFile();
            }
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.Space();
            if (EGLUtility.Folder(out setting.AssetVersionFilePath
                                  , "资源版本文件路径"
                                  , setting.AssetVersionFilePath))
            {
                m_FormatedVersionFilePath = setting.GetFormatedAssetVersionFilePath();
            }
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("资源版本文件路径", m_FormatedVersionFilePath);
            if (GUILayout.Button("打开", GUILayout.Width(36)))
            {
                EditorUtility.RevealInFinder(m_FormatedVersionFilePath);
            }
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.Space();
        }
Beispiel #3
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        public override void OnGUI()
        {
            OnGUI_Base();

            EditorGUILayout.HelpBox("可用的Format标记有:\n"
                                    + "{Application.dataPath}\n"
                                    + "{DateTime.Now}"
                                    , MessageType.Info);
            if (EGLUtility.Folder(out ReportDirectory, "报告目录", ReportDirectory))
            {
                m_ReportDirectoryFormated = FormatReportDirectory();
            }
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("Format报告目录", m_ReportDirectoryFormated);
            if (GUILayout.Button("打开", GUILayout.Width(32)))
            {
                DirectoryInfo directory = new DirectoryInfo(m_ReportDirectoryFormated);
                while (!Directory.Exists(directory.FullName))
                {
                    if (directory.Parent != null)
                    {
                        directory = directory.Parent;
                        break;
                    }
                }
                if (Directory.Exists(directory.FullName))
                {
                    EditorUtility.RevealInFinder(directory.FullName);
                }
            }
            EditorGUILayout.EndHorizontal();
        }
        public override void OnGUI(string searchContext)
        {
            base.OnGUI(searchContext);

            XLuaSetting setting = XLuaSetting.GetInstance();

            EditorGUILayout.BeginHorizontal();
            if (GUILayout.Button("保存"))
            {
                XLuaSetting.GetInstance().Save();
            }
            if (GUILayout.Button("重新导入所有Lua脚本"))
            {
                LuaScriptPostprocessor.ReimportAllLuaScript();
            }
            EditorGUILayout.EndHorizontal();

            setting.ExportedLuaRoot = (EGLUtility.Folder("Lua的导出目录", setting.ExportedLuaRoot));
        }
Beispiel #5
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        public override void OnInspectorGUI()
        {
            serializedObject.Update();

            m_Rule._OnInspectorGUI();
            m_Rule.RootPath = EGLUtility.Folder("目录", m_Rule.RootPath);

            m_Rule.AssetCollectionFoldout = EditorGUILayout.Foldout(m_Rule.AssetCollectionFoldout, "收集资源");
            if (m_Rule.AssetCollectionFoldout)
            {
                EditorGUI.indentLevel++;
                OnInspectorGUI_AssetCollection();
                EditorGUI.indentLevel--;
            }
            EditorGUILayout.Space();

            m_Rule.AssetFilterFoldout = EditorGUILayout.Foldout(m_Rule.AssetFilterFoldout, "筛选资源");
            if (m_Rule.AssetFilterFoldout)
            {
                EditorGUI.indentLevel++;
                OnInspectorGUI_AssetFilter();
                EditorGUI.indentLevel--;
            }
            EditorGUILayout.Space();

            m_Rule.BundleNameAndAssetKeyFoldout = EditorGUILayout.Foldout(m_Rule.BundleNameAndAssetKeyFoldout, "BundleName & AssetKey");
            if (m_Rule.BundleNameAndAssetKeyFoldout)
            {
                EditorGUI.indentLevel++;
                OnInspectorGUI_BundleNameAndAssetKey();
                EditorGUI.indentLevel--;
            }
            EditorGUILayout.Space();

            GUI.enabled = true;
            if (GUI.changed)
            {
                serializedObject.ApplyModifiedProperties();
                EditorUtility.SetDirty(target);
            }
        }
        public override void OnGUI(string searchContext)
        {
            base.OnGUI(searchContext);

            BuildSetting setting = BuildSetting.GetInstance();

            EditorGUILayout.BeginHorizontal();
            if (GUILayout.Button("保存"))
            {
                BuildSetting.GetInstance().Save();
            }
            if (GUILayout.Button("清除BundleName"))
            {
                Builder.ClearAllBundleName();
            }
            if (GUILayout.Button("打包"))
            {
                BuildSetting.GetInstance().Save();
                Builder.Build();
            }
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.Space();

            EditorGUILayout.HelpBox("打包目录和BundleName路径支持Format: \n"
                                    + "\t{Application.dataPath}\n"
                                    + "\t{BuildTarget}"
                                    , MessageType.Info);

            if (EGLUtility.Folder(out setting.BuildOutput
                                  , "打包目录"
                                  , setting.BuildOutput))
            {
                m_FormatedBuildOutput = BuildSetting.GetInstance().GetFormatedBuildOutput();
            }
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("打包目录", m_FormatedBuildOutput);
            if (GUILayout.Button("打开", GUILayout.Width(36)))
            {
                EditorUtility.RevealInFinder(m_FormatedBuildOutput);
            }
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.Space();

            if (EGLUtility.Folder(out setting.BundleBuildsPath
                                  , "BundleName路径"
                                  , setting.BundleBuildsPath))
            {
                m_FormatedBundleBuildsPath = BuildSetting.GetInstance().GetFormatedBundleBuildsPath();
            }
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("BundleName路径", m_FormatedBundleBuildsPath);
            if (GUILayout.Button("打开", GUILayout.Width(36)))
            {
                EditorUtility.RevealInFinder(m_FormatedBundleBuildsPath);
                EditorUtility.OpenWithDefaultApp(m_FormatedBundleBuildsPath);
            }
            EditorGUILayout.EndHorizontal();
            if (EGLUtility.Folder(out setting.BundleInfoPath
                                  , "BundleInfo路径"
                                  , setting.BundleInfoPath))
            {
                m_FormatedBundleInfoPath = BuildSetting.GetInstance().GetFormatedBundleInfoPath();
            }
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("BundleInfo路径", m_FormatedBundleInfoPath);
            if (GUILayout.Button("打开", GUILayout.Width(36)))
            {
                EditorUtility.RevealInFinder(m_FormatedBundleInfoPath);
                EditorUtility.OpenWithDefaultApp(m_FormatedBundleInfoPath);
            }
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.HelpBox("开启这个选项可以加快打包速度\n"
                                    + "如果本地有之前缓存的BundleName文件就不在打包前执行打包规则\n"
                                    + "当需要打包的资源有增加或移除,则不应开启这个选项"
                                    , MessageType.Info);
            setting.UseCachedBuild = EditorGUILayout.Toggle("使用缓存的BundleName", setting.UseCachedBuild);
            EditorGUILayout.Space();

            EditorGUILayout.HelpBox("关闭这个选项可以加快打包速度\n"
                                    + "但是有些插件和调试工具必须设置BundleName才能使用\n\n"
                                    + "例如AssetBundleBrowser\n"
                                    + "可以通过这个工具设置BundleName,但是不勾选打包AB的选项。然后通过AssetBundleBrowser打包"
                                    , MessageType.Info);
            setting.ResetBundleName = EditorGUILayout.Toggle("设置BundleName", setting.ResetBundleName);
            EditorGUILayout.Space();

            if (EGLUtility.Folder(out setting.AssetInfosPath
                                  , "AssetInfos路径"
                                  , setting.AssetInfosPath))
            {
                m_FormatedAssetInfosPath = BuildSetting.GetInstance().GetFormateAssetInfosPath();
            }
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("AssetInfos路径", m_FormatedAssetInfosPath);
            if (GUILayout.Button("打开", GUILayout.Width(36)))
            {
                EditorUtility.RevealInFinder(m_FormatedAssetInfosPath);
                EditorUtility.OpenWithDefaultApp(m_FormatedAssetInfosPath);
            }
            EditorGUILayout.EndHorizontal();
            if (EGLUtility.Folder(out setting.AssetKeyEnumFilePath
                                  , "AssetKeyEnum路径"
                                  , setting.AssetKeyEnumFilePath))
            {
                m_FormatedAssetKeyEnumFilePath = BuildSetting.GetInstance().GetFormateAssetKeyEnumFilePath();
            }
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("AssetKeyEnum路径", m_FormatedAssetKeyEnumFilePath);
            if (GUILayout.Button("打开", GUILayout.Width(36)))
            {
                EditorUtility.RevealInFinder(m_FormatedAssetKeyEnumFilePath);
            }
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.Space();

            setting.BuildAssetBundleOptions = (BuildAssetBundleOptions)EditorGUILayout.EnumFlagsField("打包选项", setting.BuildAssetBundleOptions);
            setting.BuildAssetBuild         = EditorGUILayout.Toggle("打包AB", setting.BuildAssetBuild);
            setting.DeleteOutputBeforeBuild = EditorGUILayout.Toggle("打包前删除上次的AB", setting.DeleteOutputBeforeBuild);
        }