//初始化技能 private void InitSkills() { #if UNITY_EDITOR string[] files = System.IO.Directory.GetFiles( string.Format("{0}/HalfSLG/ScriptableObjects/BattleSkill", Application.dataPath), "*.asset", System.IO.SearchOption.TopDirectoryOnly); foreach (var item in files) { string file = UtilityHelper.ConverToRelativePath(item.Replace("\\", "/")); SO_BattleSkill skill = UnityEditor.AssetDatabase.LoadAssetAtPath <SO_BattleSkill>(file); if (skill != null) { dicBattleSkills.Add(skill.skillID, skill); } } #endif }
//初始化界面配置 private void InitViewConfig() { //加载界面配置 #if UNITY_EDITOR //编辑器下读取 string configPath = "Assets/HalfSLG/ScriptableObjects/UIView"; string[] configs = Directory.GetFiles(UtilityHelper.ConvertToObsPath(configPath), "*.asset", SearchOption.TopDirectoryOnly); foreach (var item in configs) { string path = UtilityHelper.ConverToRelativePath(item.Replace("\\", "/")); var config = AssetDatabase.LoadAssetAtPath <SO_UIViewConfig>(path); //对config进行一次纠正,常驻内存的界面,必须是唯一的 if (config.cacheScheme == UIViewCacheScheme.Cache) { config.unique = true; } uiViewConfig.Add(config.viewName, config); } #endif Debug.Log("View config inited."); }