Ejemplo n.º 1
0
    /// <summary>
    /// ����һ������  Ĭ����ĩβ��
    /// </summary>
    /// <param name="function"></param>
    public static void InsertFunction(EditorQueueData functionData, InsertPosType insertPosType = InsertPosType.End)
    {
        if (!File.Exists(taskFull))
        {
            var fc = File.Create(taskFull);
            fc.Close();
            fc.Dispose();
        }
        using (FileStream fs = new FileStream(taskFull, FileMode.Open, FileAccess.ReadWrite))
        {
            string allString = ReadFileStream(fs);
            List <EditorQueueData> tempData = null;
            if (!string.IsNullOrEmpty(allString))
            {
                tempData = LitJson.JsonMapper.ToObject <List <EditorQueueData> >(allString);
            }
            if (tempData == null)
            {
                tempData = new List <EditorQueueData>();
            }
            int insertIndex = 0;
            if (insertPosType == InsertPosType.End)
            {
                insertIndex = tempData.Count;
            }
            tempData.Insert(insertIndex, functionData);

            allString = LitJson.JsonMapper.ToJson(tempData);
            WriteFileStream(fs, allString);

            fs.Close();
        }
    }
Ejemplo n.º 2
0
        /// <summary>
        /// 一键打包
        /// </summary>
        private void GenerateAssetBundleandBuildAppAll()
        {
            EditorMonoBehaviour.isCanExecute = false;
            EditorMonoBehaviour.Init();

            //slua
            // SLua.LuaCodeGen.RegidetEditorQueueFunction();

            //assgetbundlewin
            string[]        buildApp = new string[] { "BuildAssetBundles", "BuildApp" };
            EditorQueueData data     = new EditorQueueData()
            {
                funcNameList = new List <string>(buildApp),
                classType    = "GameEditor.AssetBuidler.AssetBuilderWin",
            };

            EditorMonoBehaviour.InsertFunction(data);

            EditorMonoBehaviour.isCanExecute = true;
        }