Ejemplo n.º 1
0
    // Loads a resource by GUID
    // Return null if it doesn't exist
    T LoadResourceByGUIDImpl <T>(string guid) where T : UnityEngine.Object
    {
        tk2dResource resource = Resources.Load(guidPrefix + guid, typeof(tk2dResource)) as tk2dResource;

        if (resource != null)
        {
            return(resource.objectReference as T);
        }
        else
        {
            return(null);
        }
    }
Ejemplo n.º 2
0
    // Make this asset loadable at runtime, using the guid and the given name
    // The guid MUST match the GUID of the object.
    // The name is arbitrary and should be unique to make all assets findable using name,
    // but doesn't have to be. Name can be an empty string, but not null.
    public static bool MakeLoadableAsset(Object obj, string name)
    {
        string guid = GetObjectGUID(obj);

        // Check if it already is Loadable
        bool isLoadable = IsLoadableAsset(obj);

        if (isLoadable)
        {
            // Update name if it is different
            foreach (tk2dResourceTocEntry t in tk2dSystem.inst.Editor__Toc)
            {
                if (t.assetGUID == guid)
                {
                    t.assetName = name;
                    break;
                }
            }

            EditorUtility.SetDirty(tk2dSystem.inst);

            // Already loadable
            return(true);
        }

        // Create resource object
        string       resourcePath = GetOrCreateResourcesDir() + "/" + "tk2d_" + guid + ".asset";
        tk2dResource resource     = ScriptableObject.CreateInstance <tk2dResource>();

        resource.objectReference = obj;
        AssetDatabase.CreateAsset(resource, resourcePath);
        AssetDatabase.SaveAssets();

        // Add index entry
        tk2dResourceTocEntry tocEntry = new tk2dResourceTocEntry();

        tocEntry.resourceGUID = AssetDatabase.AssetPathToGUID(resourcePath);
        tocEntry.assetName    = (name.Length == 0)?obj.name:name;
        tocEntry.assetGUID    = guid;
        List <tk2dResourceTocEntry> toc = new List <tk2dResourceTocEntry>(tk2dSystem.inst.Editor__Toc);

        toc.Add(tocEntry);
        tk2dSystem.inst.Editor__Toc = toc.ToArray();

        EditorUtility.SetDirty(tk2dSystem.inst);
        AssetDatabase.SaveAssets();

        return(true);
    }