public static void OpenWindow(DeviceModelConfig deviceModelConfig) { if (deviceModelConfig == null) { return; } DeviceModelConfigEditorWindow window = GetWindow <DeviceModelConfigEditorWindow>(true, "Device Model Config Editor"); window.m_Config = deviceModelConfig; window.minSize = new Vector2(460f, 400f); }
public static void SaveAssets() { #if UNITY_5_5_OR_NEWER DeviceModelConfig dmc = ScriptableObject.CreateInstance <DeviceModelConfig>(); AssetDatabase.CreateAsset(dmc, "Assets/DeviceModelConfig.asset"); AssetDatabase.SaveAssets(); #else EditorApplication.SaveAssets(); #endif Debug.Log("You have saved the serializable assets in the project."); }
public static void CreateDeviceModelConfigAsset() { string path = "Assets/GameMain/Configs/DeviceModelConfig.asset"; if (File.Exists(Path.Combine(Application.dataPath, "GameMain/Configs/DeviceModelConfig.asset"))) { Debug.LogFormat("{0} 文件存在,要创建请先删除原文件", path); return; } DeviceModelConfig scriptableObj = ScriptableObject.CreateInstance <DeviceModelConfig>(); AssetDatabase.CreateAsset(scriptableObj, path); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); }
//[MenuItem(CreateModelConfig, false)] public static void CreateDeviceModelConfig() { //目录 string directory = Path.GetDirectoryName(s_ConfigFullPath); if (!Directory.Exists(directory)) { Directory.CreateDirectory(directory); AssetDatabase.Refresh(); //刷新 } //创建 DeviceModelConfig config = CreateInstance <DeviceModelConfig>(); AssetDatabase.CreateAsset(config, "Assets/" + s_ConfigPathName); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); Debug.Log("成功创建设备模型配置"); }