private static bool TestExportCurrentScene() { ResExportUtil.ExportCurrentScene(true, false); return(true); }
/// <summary> /// 生成场景 /// </summary> void BuildScene(bool exportScene, bool exportRes, bool compressScene, bool compressRes) { // 先保存场景 EditorApplication.SaveScene(); // 场景名字 var scenePath = EditorApplication.currentScene; string sceneName = UtilityTools.GetFileName(scenePath); // 导出目录 var exportPath = UtilityTools.GenResExportPath(string.Format("scene/{0}", sceneName), sceneName); var exportDir = Path.GetDirectoryName(exportPath); // 删除目录 if (exportRes && exportScene) { Directory.Delete(exportDir, true); } // 创建目录 if (!Directory.Exists(exportDir)) { Directory.CreateDirectory(exportDir); } /// 开始处理数据 try { do { AssetsBackuper.inst.Clear(); if (exportScene) { var outputDir = EditorUtil.GetSceneOutputPath(null); AssetDatabase.DeleteAsset(outputDir); var outputPath = EditorUtil.GetSceneOutputPath(string.Format("{0}.unity", sceneName)); EditorApplication.SaveScene(outputPath); } // 树结构 var meshColliders = new List <MeshCollider>(); var trees = SceneTree.Build(_settings.trees, meshColliders); if (null == trees) { break; } SaveSettings(); SceneTree.Export(trees, meshColliders, exportRes, compressRes); // 准备导出 EditorApplication.SaveScene(); AssetDatabase.SaveAssets(); if (exportScene) { ResExportUtil.ExportCurrentScene(true, compressScene); } }while(false); } catch (Exception e) { Debug.LogException(e); AssetsBackuper.inst.Recover(); AssetDatabase.SaveAssets(); } finally { // 还原修改过的资源和场景 if (_recovertScene) { AssetsBackuper.inst.Recover(); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); EditorApplication.OpenScene(scenePath); Resources.UnloadUnusedAssets(); } } }