/// <summary>设置指定资源的Bundle名称</summary> /// <param name="arrAssets">指定文件路径(完整路径)</param> /// <param name="ContainDependences"></param> public static void SetTargetAssetBundleNames(UnityEngine.Object[] arrAssets, bool ContainDependences = true) { if (arrAssets == null || arrAssets.Length == 0) { return; } arrAssets.ActionAtItem <UnityEngine.Object>((UnityEngine.Object asset) => { SetTargetFileBundleName(FileTool.AssetPathToFullPath(AssetDatabase.GetAssetPath(asset)), ContainDependences); }); }
/// <summary>设置指定文件的Bundle名称</summary> /// <param name="strRecsFullFilePath">指定文件路径(完整路径)</param> /// <param name="ContainDependences"></param> public static void SetTargetFilesBundleNames(string[] strRecsFullFilePath, bool ContainDependences = true) { if (strRecsFullFilePath == null || strRecsFullFilePath.Length == 0) { return; } strRecsFullFilePath.ActionAtItem <string>((string path) => { SetTargetFileBundleName(path, ContainDependences); }); }
static void ShowSelction() { Object[] arr = Selection.objects; if (arr.isNull()) { return; } arr.ActionAtItem <Object>((Object obj) => { if (obj != null) { MyTool.LogOnlyAtEditor(obj.name + " " + obj.GetType()); } }); }
public static UnityEngine.Object[] GetSelectAssets() { UnityEngine.Object[] arr = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.DeepAssets); if (arr == null || arr.Length == 0) { return(null); } MyTool.LogOnlyAtEditor("选择了以下资源......."); arr.ActionAtItem <UnityEngine.Object>((UnityEngine.Object o) => { if (null != o) { MyTool.LogOnlyAtEditor(AssetDatabase.GetAssetPath(o)); } }); return(arr); }