/// <summary>
    /// 加载配置
    /// </summary>
    void OnLoadConfigs()
    {
        mExistsConfigs.Clear();
        mNoExistsConfigs.Clear();
        Type                    t     = EditorStrayFogAssembly.GetType("AbsRunningScriptableObject");
        List <Type>             types = EditorStrayFogAssembly.GetExportedTypes(t);
        EditorEngineAssetConfig temp  = null;

        if (types != null && types.Count > 0)
        {
            foreach (Type s in types)
            {
                if (!s.Equals(t))
                {
                    temp = new EditorEngineAssetConfig(s.Name,
                                                       enEditorApplicationFolder.Game_AssetBundles_Assets.GetAttribute <EditorApplicationFolderAttribute>().path,
                                                       enFileExt.Asset, s.FullName);
                    if (temp.Exists())
                    {
                        mExistsConfigs.Add(temp);
                    }
                    else
                    {
                        mNoExistsConfigs.Add(temp);
                    }
                }
            }
        }
    }
    /// <summary>
    /// 读取配置
    /// </summary>
    void OnRead()
    {
        EditorEngineAssetConfig absCfg = new EditorEngineAssetConfig(fileInSide,
                                                                     enEditorApplicationFolder.Game_Editor_Asmdef.GetAttribute <EditorApplicationFolderAttribute>().path,
                                                                     enFileExt.Asset, typeof(EditorAsmdefAsset).FullName);

        if (!absCfg.Exists())
        {
            absCfg.CreateAsset();
        }
        absCfg.LoadAsset();
        assetNode = (EditorAsmdefAsset)absCfg.engineAsset;
    }
Ejemplo n.º 3
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    /// <summary>
    /// 读取配置
    /// </summary>
    public void Read()
    {
        EditorEngineAssetConfig absCfg = new EditorEngineAssetConfig(fileInSide,
                                                                     enEditorApplicationFolder.Game_Editor_UIWindow.GetAttribute <EditorApplicationFolderAttribute>().path,
                                                                     enFileExt.Asset, typeof(EditorUIWindowAsset).FullName);

        if (!absCfg.Exists())
        {
            absCfg.CreateAsset();
        }
        absCfg.LoadAsset();
        assetNode     = (EditorUIWindowAsset)absCfg.engineAsset;
        ownerAssembly = EditorStrayFogAssembly.GetType(assetNode.name).Assembly;
    }