private static void SetABName(List <string> files, bool setName = true) { GLog.Log("BuildAssets Count " + files.Count, true); for (int i = 0; i < files.Count; i++) { string filePath = files[i]; string assetPath = filePath.Substring(Application.dataPath.Length - "assets".Length); AssetImporter ai = AssetImporter.GetAtPath(assetPath); GemaEditor.ShowProgress(i, files.Count, "SetAssetLabels", ai.assetPath); string abName = AanalyzeAssetLabels(assetPath); GLog.Log(string.Format("No.{0} abName:{1} assetPath:{2}", i + 1, abName, assetPath), true); if (setName) { ai.assetBundleName = abName; ai.assetBundleVariant = "ab"; } else { ai.assetBundleName = null; //ai.assetBundleVariant = null; } string fileName = Path.GetFileName(ai.assetPath); fileName = fileName.Split('.')[0]; string importerName = ai.GetType().ToString().Split('.')[1]; string typename = importerName.Substring(0, importerName.Length - 8); List <string> listAsset; if (!typeAssets.TryGetValue(typename, out listAsset)) { listAsset = new List <string>(); typeAssets.Add(typename, listAsset); } if (listAsset.IndexOf(fileName) != -1) { GLog.Error("Repeat name " + fileName + " type " + typename, true); return; } listAsset.Add(fileName); ABConfigInfo abConfigInfo = abConfig.GetInfoByAB(abName); if (abConfigInfo == null) { abConfigInfo = new ABConfigInfo(); abConfig.AddInfo(abConfigInfo); resourceCount++; abConfigInfo.id = resourceCount; abConfigInfo.ab = abName; abConfigInfo.type = typename; } abConfigInfo.names.Add(fileName); } EditorUtility.ClearProgressBar(); }
static void _ResetAllTexture() { int count = 0; string[] all = AssetDatabase.FindAssets("t:texture2d", new string[1] { "Assets/BuildAssets/UISprite" }); foreach (string t in all) { GemaEditor.ShowProgress(++count, all.Length); string s = AssetDatabase.GUIDToAssetPath(t); Texture texture = AssetDatabase.LoadAssetAtPath <Texture>(s); ResetTexture(texture); } EditorUtility.ClearProgressBar(); }