static public void ReplaceInternalAssets() { var res = EditorUtility.DisplayDialog("Warning", "Are you sure you realy want to do that ? ", "OK", "Cancle"); if (!res) { return; } var tool = new ReplaceInternalAssetTool(); // replace other asset to use replaced assets tool.ReplaceInternalAssetToBuildInAsset("Data", "InternalAssets", ""); Refresh(); }
static void ReplaceInternalAssetsWithCleanup() { var res = EditorUtility.DisplayDialog("Warning", "Are you sure you realy want to do that ? ", "OK", "Cancle"); if (!res) { return; } var internalAssetsExportPath = "InternalAssets"; if (Directory.Exists(Application.dataPath + "/" + internalAssetsExportPath)) { Directory.Delete(Application.dataPath + "/" + internalAssetsExportPath, true); } Directory.CreateDirectory(Application.dataPath + "/" + internalAssetsExportPath); // copy build in shader to target folder var subpath = Application.dataPath.Substring(0, Application.dataPath.IndexOf("Assets")) + internalAssetsExportPath; CopyFileOrDirectory(subpath + "/", Application.dataPath + "/" + internalAssetsExportPath + "/"); // refresh and reload Refresh(); // export default material to datapath InternalAssetsExportTool ExportTool = new InternalAssetsExportTool(); ExportTool.ExportInternalAsset("InternalAssets"); Refresh(); ReplaceInternalAssetTool tool = new ReplaceInternalAssetTool(); // replace default mat to use tool.ReplaceInternalAssetToBuildInAsset("InternalAssets", "InternalAssets", ""); Refresh(); tool = new ReplaceInternalAssetTool(); // replace other asset to use replaced assets tool.ReplaceInternalAssetToBuildInAsset("Data", "InternalAssets", ""); Refresh(); }