Beispiel #1
0
    //[MenuItem("Resource Generator/GenerateResource/UI")]
    static void GenerateAllUIScene()
    {
        if (!Directory.Exists(UIWndAssetbundlePath))
        {
            Directory.CreateDirectory(UIWndAssetbundlePath);
        }

        if (!Directory.Exists(UITextureAssetbundlePath))
        {
            Directory.CreateDirectory(UITextureAssetbundlePath);
        }

        if (!Directory.Exists(UISoundAssetbundlePath))
        {
            Directory.CreateDirectory(UISoundAssetbundlePath);
        }

        List <string> uiWndSrcDirList = new List <string>();
        List <string> uiTxtSrcDirList = new List <string>();

        uiWndSrcDirList.Add(UIWndBasicSrcDir);
        uiWndSrcDirList.Add(UIWndSrcDir);
        uiTxtSrcDirList.Add(SpecialTexBasicSrcDir);
#if !PACKAGE_BASIC
        uiTxtSrcDirList.Add(SpecialTexSrcDir);
#endif
        GenerateResource.BuildAllShader("all");
        ProcUIScene_All(uiTxtSrcDirList, uiWndSrcDirList);
        GenerateResource.PopAllShader();
    }
Beispiel #2
0
    static void Generate_Stage()
    {
        GenerateResource.BuildAllShader("all");

        List <string> dirList = new List <string>();

        dirList.Add(StageBasicSrcDir);
#if !PACKAGE_BASIC
        dirList.Add(StageSrcDir);
#endif
        ProcessAll(dirList);
        GenerateResource.PopAllShader();
    }
Beispiel #3
0
    static void Generate_Atlas()
    {
        if (!Directory.Exists(UIAtlasAssetbundlePath))
        {
            Directory.CreateDirectory(UIAtlasAssetbundlePath);
        }

        List <string> atlasDirList = new List <string>();

        atlasDirList.Add(AtlasBasicSrcDir);
#if !PACKAGE_BASIC
        atlasDirList.Add(AtlasSrcDir);
#endif
        GenerateResource.BuildAllShader("all");
        ProcAtlas_Dir(atlasDirList);
        GenerateResource.PopAllShader();
    }
Beispiel #4
0
    static void GenerateSpecialEffect()
    {
        GenerateResource.BuildAllShader("all");
        if (!Directory.Exists(EffectAssetbundlePath))
        {
            Directory.CreateDirectory(EffectAssetbundlePath);
        }

        string Specialeffects_dir = "Assets/Add On Resource/Characters/Badge";

        ProcSpecialEffectDir(Specialeffects_dir);

        Specialeffects_dir = "Assets/Add On Resource/Scenes";
        ProcSpecialEffectDir(Specialeffects_dir);

        Specialeffects_dir = "Assets/Add On Resource/UI";
        ProcSpecialEffectDir(Specialeffects_dir);

        GenerateResource.PopAllShader();

        GenerateEnchantEffect.GenerateAllEnchantEffect();
    }
Beispiel #5
0
    static void GenerateSelectEffects()
    {
        if (!Directory.Exists(EffectAssetbundlePath))
        {
            Directory.CreateDirectory(EffectAssetbundlePath);
        }

        string Specialeffects_dir = "Assets/Add On Resource/Characters/Badge/";
        string tagpath            = EditorUtility.OpenFolderPanel("", Application.dataPath + "/Add On Resource/Characters/Badge/", "");

        if (string.IsNullOrEmpty(tagpath) && !tagpath.Contains(Specialeffects_dir))
        {
            return;
        }

        tagpath = "Assets" + tagpath.Replace(Application.dataPath, "");

        GenerateResource.BuildAllShader("all");
        ProcSpecialEffectDir(tagpath);

        GenerateResource.PopAllShader();

        //GenerateEnchantEffect.GenerateAllEnchantEffect();
    }