/// <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 2
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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;
    }