Ejemplo n.º 1
0
        /// <summary>
        /// 导出成JSON文件.
        /// </summary>
        /// <returns>导出路径.</returns>
        /// <param name="iInstance">欲导出实例对象.</param>
        /// <param name="iJsonFileDir">导出Json文件目录.</param>
        /// <typeparam name="T">指定读取Asset文件绑定类.</typeparam>
        public static string ExportData <T>(T iInstance, string iJsonFileDir = null)
            where T : JsonDataBase, new()
        {
            string jsonFilePath = null;

            try {
                jsonFilePath = GetJsonFilePath <T>(iJsonFileDir);
                // 若已经有文件存在,则强制删除
                if (File.Exists(jsonFilePath) == true)
                {
                    File.Delete(jsonFilePath);
                }
                // 导出JSON文件
                string jsonString = UtilsJson <T> .ConvertToJsonString(iInstance);

                File.WriteAllText(jsonFilePath, jsonString);

                UtilsLog.Info("UtilityAsset", "ExportData. -> Path:{0}", jsonFilePath);
                UtilsLog.Info("UtilityAsset", "ExportData. -> Data:{0}", jsonString);
            }
            catch (System.Exception exp) {
                UtilsLog.Fatal("UtilityAsset", "ExportData()::Failed!!! ClassName:{0} AssetFile:{1} Exception:{2} StackTrace:{3}",
                               typeof(T).ToString(),
                               (jsonFilePath == null) ? "null" : jsonFilePath,
                               exp.Message, exp.StackTrace);
            }

//			AssetsRefresh();

            if (true == File.Exists(jsonFilePath))
            {
                UtilsLog.Info("UtilityAsset", "ExportData. -> {0}", jsonFilePath);
            }
            return(jsonFilePath);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// 读取打包资源配置信息.
        /// </summary>
        /// <returns>打包资源配置信息.</returns>
        /// <param name="iDirPath">Asset存放目录文件(不指定:当前选定对象所在目录).</param>
        public static T ReadSetting <T>(string iDirPath = null) where T : UnityEngine.ScriptableObject
        {
            T      objRet = default(T);
            string path   = null;

            try {
                path = GetAssetFilePath <T>(iDirPath);
                if (true == string.IsNullOrEmpty(path))
                {
                    UtilsLog.Error("UtilityAsset", "GetAssetFilePath():Failed!!!(Dir:{0})",
                                   true == string.IsNullOrEmpty(iDirPath) ? "null" : iDirPath);
                    return(objRet);
                }
                UtilsLog.Info("UtilityAsset", "ReadSetting:{0}", path);
                objRet = UtilsAsset.LoadAssetFile <T>(path);

                SetAssetDirty(objRet);
            }
            catch (System.IO.DirectoryNotFoundException exp)
            {
                UtilsLog.Fatal("UtilityAsset", "ReadSetting()::Failed!!! DetailInfo ClassName:{0} \n AssetFile:{1} \n Error:{2}",
                               typeof(T).ToString(),
                               (path == null) ? "null" : path,
                               exp.Message);
            }

            if (default(T) == objRet)
            {
                objRet = UtilsAsset.CreateAsset <T> (iDirPath);
                AssetsRefresh();
                SetAssetDirty(objRet);
            }

            return(objRet);
        }
Ejemplo n.º 3
0
        /// <summary>
        //	创建Asset.
        /// </summary>
        /// <param name="iDirPath">创建目录.</param>
        public static T CreateAsset <T> (string iDirPath = null) where T : UnityEngine.ScriptableObject
        {
            T objRet = default(T);

#if UNITY_EDITOR
            string assetFullPath = null;
            try {
                assetFullPath = GetAssetFilePath <T> (iDirPath);
                if (assetFullPath.StartsWith("Resources/") == true)
                {
                    assetFullPath = string.Format("{0}/{1}", _dataPath, assetFullPath);
                }
                if (assetFullPath.EndsWith(".asset") == false)
                {
                    assetFullPath = string.Format("{0}.asset", assetFullPath);
                }
                if (File.Exists(assetFullPath) == true)
                {
                    File.Delete(assetFullPath);
                }
                assetFullPath = assetFullPath.Replace(_dataPath, "Assets");
                assetFullPath = AssetDatabase.GenerateUniqueAssetPath(assetFullPath);

                T asset = ScriptableObject.CreateInstance <T> ();
                AssetDatabase.CreateAsset(asset, assetFullPath);
                AssetsRefresh();
                EditorUtility.FocusProjectWindow();
                Selection.activeObject = asset;

                if (File.Exists(assetFullPath) == true)
                {
                    UtilsLog.Info("UtilityAsset", "CreateAsset Successed!!!(File:{0})",
                                  assetFullPath);
                    // 读取并返回创建对象实例
                    objRet = AssetDatabase.LoadAssetAtPath <T> (assetFullPath);
                }
                else
                {
                    UtilsLog.Error("UtilityAsset", "CreateAsset Failed!!!(File:{0})",
                                   assetFullPath);
                }
            }
            catch (UnityException exp) {
                UtilsLog.Fatal("UtilityAsset", "CreateAsset()::Failed!!! DetailInfo ClassName:{0} \n AssetFile:{1} \n Error:{2}",
                               typeof(T).ToString(),
                               (assetFullPath == null) ? "null" : assetFullPath,
                               exp.Message);
            }
#endif

            if (objRet != null)
            {
                return(objRet);
            }
            else
            {
                return(default(T));
            }
        }
Ejemplo n.º 4
0
        /// <summary>
        /// 从JSON文件,导入打包配置数据(文件必须存在).
        /// </summary>
        /// <param name="iJsonFileDir">导出Json文件目录.</param>
        /// <typeparam name="T">指定读取Asset文件数据类.</typeparam>
        public static T ImportDataByPath <T>(out bool iIsFileExist, string iJsonFilePath)
            where T : JsonDataBase, new()
        {
            T      objRet     = default(T);
            string jsonString = null;

            iIsFileExist = false;
            try {
                // 优先加载下载资源包中的信息
                TextAsset _data = DataLoader.LoadData(iJsonFilePath) as TextAsset;
                if (null != _data)
                {
                    // 读取文件
                    jsonString = _data.text;
                }
                else
                {
                    // 若已经有文件不存在
                    if (File.Exists(iJsonFilePath) == false)
                    {
                        UtilsLog.Warning("UtilityAsset", "ImportDataByPath():File not exist!!![File:{0}]",
                                         iJsonFilePath);
                        return(default(T));
                    }
                    iIsFileExist = true;
                    jsonString   = File.ReadAllText(iJsonFilePath);
                }
                if (false == string.IsNullOrEmpty(jsonString))
                {
                    objRet = UtilsJson <T> .ConvertFromJsonString(jsonString);

                    UtilsLog.Info("UtilityAsset", "ImportDataByPath. <- Path:{0}", iJsonFilePath);
                    UtilsLog.Info("UtilityAsset", "ImportDataByPath. <- Data:{0}", jsonString);
                }
            }
            catch (System.Exception exp) {
                UtilsLog.Fatal("UtilityAsset", "ImportDataByPath()::Failed!!! \n ClassName:{0} \n AssetFile:{1} \n Exception:{2} \n StackTrace:{3}",
                               typeof(T).ToString(),
                               (iJsonFilePath == null) ? "null" : iJsonFilePath,
                               exp.Message, exp.StackTrace);
                objRet = default(T);
            }

            return(objRet);
        }
Ejemplo n.º 5
0
 /// <summary>
 /// 致命日志.
 /// </summary>
 /// <param name="iScript">脚本.</param>
 /// <param name="iFormat">格式.</param>
 /// <param name="iArgs">参数.</param>
 public void Fatal(string iFormat, params object[] iArgs)
 {
     UtilsLog.Fatal(this.ClassName, iFormat, iArgs);
 }