Esempio n. 1
0
    public static void doSaveAsset(GameObject go)
    {
        CLPanelBase panel = go.GetComponent <CLPanelBase>();

        if (panel == null)
        {
            return;
        }
        Debug.Log(panel.name);
        if (panel.isNeedResetAtlase)
        {
            CLUIUtl.resetAtlasAndFont(panel.transform, true);
            PrefabUtility.SavePrefabAsset(go);
        }
        string dir = Application.dataPath + "/" + ECLEditorUtl.getPathByObject(go);

        dir = Path.GetDirectoryName(dir);
        ECLCreatAssetBundle4Update.createAssets4Upgrade(dir, panel.gameObject, true);

        // 必须再取一次,好像执行了上面一句方法后,cell就会变成null
        panel = go.GetComponent <CLPanelBase>();
        if (panel != null && panel.isNeedResetAtlase)
        {
            CLUIUtl.resetAtlasAndFont(panel.transform, false);
            PrefabUtility.SavePrefabAsset(go);
        }
    }
Esempio n. 2
0
    static public void setTexturesetting()
    {
        Object[]      gos          = Selection.objects;
        string        path         = "";
        List <string> refreshFiles = new List <string> ();

        for (int i = 0; i < gos.Length; i++)
        {
            path = AssetDatabase.GetAssetPath(gos [i]);
            if (ECLTextureSetting.setTexture(path))
            {
                // 说明有重新设置
                refreshFiles.Add(path);
            }
        }

        for (int i = 0; i < refreshFiles.Count; i++)
        {
            ECLCreatAssetBundle4Update.createAssets4Upgrade(refreshFiles [i], true);
        }

        EditorUtility.DisplayDialog("success", "Finished", "Okay");
    }
Esempio n. 3
0
 static public void makeAssetBundlesUncompressed()
 {
     ECLCreatAssetBundle4Update.makeAssetBundlesUncompressed();
 }
Esempio n. 4
0
 static public void makeAssetBundlesSelections()
 {
     ECLCreatAssetBundle4Update.makeAssetBundlesSelections();
 }