Exemple #1
0
    public static void SetScriptableData(Type _type)
    {
        //プレハブにスクリプタブルオブジェクトを設置
        UnityEngine.Object[] assets;
        string assetName = SystemSetting.GetResourcesLoadPath() + _type.Name + "Asset";

        assets = Resources.LoadAll(assetName);

        MasterLoadAudio  tmp     = new MasterLoadAudio();
        ScriptableObject sObject = null;

        foreach (UnityEngine.Object asset in assets)
        {
            if (asset is MasterLoadAudio)
            {
                tmp     = (MasterLoadAudio)asset;
                sObject = (ScriptableObject)asset;
            }
        }
        List <MasterLoadAudio.Data> listData = MasterLoadAudioCSVLoader.GetListDataFromCSV(_type);

        tmp.DataList = listData;

        //最後に保存して変更を確定
        EditorUtility.SetDirty(sObject);
    }
Exemple #2
0
    public static void ObjectCreate()
    {
        MasterLoadAudio loadSettingData = CreateInstance <MasterLoadAudio> ();
        string          path            = SystemSetting.GetScriptableobjectPath() + "MasterLoadAudioAsset" + ".asset";

        AssetDatabase.CreateAsset(loadSettingData, path);
        AssetDatabase.ImportAsset(path);
        EditorUtility.UnloadUnusedAssets();
    }
Exemple #3
0
    public static void CreateComponents(Type _type)
    {
        string name       = "target";
        string outputPath = SystemSetting.GetAssetSrcPath() + _type.Name + "Prefab.prefab";


        GameObject gameObject = EditorUtility.CreateGameObjectWithHideFlags(
            name,
            HideFlags.HideInHierarchy,
            typeof(MasterLoadAudioDataHolder)
            );

        //プレハブにスクリプタブルオブジェクトを設置
        UnityEngine.Object[] assets;

        string assetName = SystemSetting.GetResourcesLoadPath() + _type.Name + "Asset";

        assets = Resources.LoadAll(assetName);
        Debug.LogWarning("GetObj :" + assetName.ToString());


        MasterLoadAudio tmp = new MasterLoadAudio();

        foreach (UnityEngine.Object asset in assets)
        {
            if (asset is MasterLoadAudio)
            {
                tmp = (MasterLoadAudio)asset;
            }
        }

        MasterLoadAudioDataHolder holder = gameObject.GetComponent <MasterLoadAudioDataHolder> ();

        holder.assetBundleData = tmp;
        SetAssetBundleInfo(gameObject);

        PrefabUtility.CreatePrefab(outputPath, gameObject, ReplacePrefabOptions.ReplaceNameBased);
        Editor.DestroyImmediate(gameObject);
    }