Example #1
0
    /// <summary>
    /// 循环设置选择的贴图
    /// </summary>
    private static void LoopSetTexture()
    {
        int sum = 1;
        int id  = 0;

        EditorApplication.update = delegate()
        {
            bool isCancle = false;

            isCancle = EditorUtility.DisplayCancelableProgressBar("执行中...", "准备开始收集配置...", (float)id / sum);
            if (isCancle || id >= sum)
            {
                EditorUtility.ClearProgressBar();
                EditorApplication.update = null;
                return;
            }
            //加载json文件
            Object[] textures = GetSelectedTextures();
            sum = textures.Length;
            foreach (Texture2D texture in textures)
            {
                isCancle = EditorUtility.DisplayCancelableProgressBar("执行中...", "搜索图片配置...", (float)id / sum);
                if (isCancle || id >= sum)
                {
                    EditorUtility.ClearProgressBar();
                    EditorApplication.update = null;
                    return;
                }
                string          path            = AssetDatabase.GetAssetPath(texture);
                TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
#if UNITY_EDITOR_WIN
                TextureImporterPlatformSettings textureImporterSettings = textureImporter.GetPlatformTextureSettings("Android");
#elif UNITY_EDITOR_OSX
                TextureImporterPlatformSettings textureImporterSettings = textureImporter.GetPlatformTextureSettings("iOS");
#endif

                //TextureImporterSettings tis = new TextureImporterSettings();
                // texImporter.ReadTextureSettings(tis);
                // texImporter.SetTextureSettings(tis);
                //  AssetDatabase.ImportAsset(path);
                ResItem resItem = new ResItem();
                resItem.name            = textureImporter.name;
                resItem.path            = path;
                resItem.resType         = "texture";
                resItem.textureType     = (int)textureImporter.textureType;
                resItem.readEnable      = textureImporter.isReadable == true?1:2;
                resItem.gengrateMipMaps = textureImporter.mipmapEnabled == true ? 1 : 2;
                if (textureImporterSettings.overridden)
                {
                    resItem.maxSize = textureImporterSettings.maxTextureSize.ToString();
                    resItem.format  = (int)textureImporterSettings.format;
                }
                else
                {
                    resItem.maxSize = textureImporter.maxTextureSize.ToString();
                    resItem.format  = (int)textureImporter.textureFormat;
                }

                ResData.AddRestItem(resItem);

                id++;
            }
            //添加声音的配置
            Object[] audioclips = GetSelecetedSound();
            sum += audioclips.Length;

            foreach (AudioClip audioclip in audioclips)
            {
                isCancle = EditorUtility.DisplayCancelableProgressBar("执行中...", "搜索声音配置...", (float)id / sum);
                if (isCancle || id >= sum)
                {
                    EditorUtility.ClearProgressBar();
                    EditorApplication.update = null;
                    return;
                }
                string        path          = AssetDatabase.GetAssetPath(audioclip);
                AudioImporter audioImporter = AssetImporter.GetAtPath(path) as AudioImporter;
#if UNITY_EDITOR_WIN
                AudioImporterSampleSettings audioImporterSampleSettings = audioImporter.GetOverrideSampleSettings("Android");
#elif UNITY_EDITOR_OSX
                AudioImporterSampleSettings audioImporterSampleSettings = audioImporter.GetOverrideSampleSettings("iOS");
#endif
                ResItem resItem = new ResItem();
                resItem.name              = audioImporter.name;
                resItem.path              = path;
                resItem.resType           = "audioclip";
                resItem.loadtype          = (int)audioImporterSampleSettings.loadType;
                resItem.compressionFormat = (int)audioImporterSampleSettings.compressionFormat;
                resItem.quality           = audioImporterSampleSettings.quality.ToString();
                resItem.sampleRateSet     = (int)audioImporterSampleSettings.sampleRateSetting;
                ResData.AddRestItem(resItem);
                id++;
            }
            if (isCancle || id >= sum)
            {
                EditorUtility.ClearProgressBar();
                EditorApplication.update = null;
            }
            ResData.Save();
        };
    }