/// <summary> /// 加载配置 /// </summary> void OnLoadConfigs() { mExistsConfigs.Clear(); mNoExistsConfigs.Clear(); Type t = EditorStrayFogAssembly.GetType("AbsRunningScriptableObject"); List <Type> types = EditorStrayFogAssembly.GetExportedTypes(t); EditorEngineAssetConfig temp = null; if (types != null && types.Count > 0) { foreach (Type s in types) { if (!s.Equals(t)) { temp = new EditorEngineAssetConfig(s.Name, enEditorApplicationFolder.Game_AssetBundles_Assets.GetAttribute <EditorApplicationFolderAttribute>().path, enFileExt.Asset, s.FullName); if (temp.Exists()) { mExistsConfigs.Add(temp); } else { mNoExistsConfigs.Add(temp); } } } } }
/// <summary> /// 读取配置 /// </summary> void OnRead() { EditorEngineAssetConfig absCfg = new EditorEngineAssetConfig(fileInSide, enEditorApplicationFolder.Game_Editor_Asmdef.GetAttribute <EditorApplicationFolderAttribute>().path, enFileExt.Asset, typeof(EditorAsmdefAsset).FullName); if (!absCfg.Exists()) { absCfg.CreateAsset(); } absCfg.LoadAsset(); assetNode = (EditorAsmdefAsset)absCfg.engineAsset; }
/// <summary> /// 读取配置 /// </summary> public void Read() { EditorEngineAssetConfig absCfg = new EditorEngineAssetConfig(fileInSide, enEditorApplicationFolder.Game_Editor_UIWindow.GetAttribute <EditorApplicationFolderAttribute>().path, enFileExt.Asset, typeof(EditorUIWindowAsset).FullName); if (!absCfg.Exists()) { absCfg.CreateAsset(); } absCfg.LoadAsset(); assetNode = (EditorUIWindowAsset)absCfg.engineAsset; ownerAssembly = EditorStrayFogAssembly.GetType(assetNode.name).Assembly; }