private void SaveNewLight() { if (string.IsNullOrEmpty(lightNameSaved)) { EditorUtility.DisplayDialog("保存灯光", "请输入新增灯光的名字!", "OK"); return; } if (lightNames_Formal.Contains(lightNameSaved)) { EditorUtility.DisplayDialog("保存灯光", string.Format("{0} 已存在于正式版中,不可覆盖!", lightNameSaved), "OK"); return; } if (lightNames_Beta.Contains(lightNameSaved)) { if (!EditorUtility.DisplayDialog("保存灯光", "是否替换已有灯光:\n" + lightNameSaved, "OK", "Cancel")) { return; } } if (!Directory.Exists(PBLighting.BetaPath)) { Directory.CreateDirectory(PBLighting.BetaPath); } string data = PBLighting.Serialize(); File.WriteAllText(Path.Combine(PBLighting.BetaPath, lightNameSaved + ".json"), data); AssetDatabase.Refresh(); UpdateLightNames(); lightNameSaved = ""; }
private void InitLight() { GameObject lightObj = PBLighting.LoadByName_App(mBlockConfigInfo.LightName); lightObj.transform.parent = this.transform.parent; lightObj.transform.position = Vector3.zero; lightObj.transform.rotation = Quaternion.identity; lightObj.transform.localScale = Vector3.one; lightObj.transform.SetLayer(LayerMask.NameToLayer(mCurLayer)); }
private void PreviewLight(string path, string lightName) { string data = File.ReadAllText(Path.Combine(path, lightName + ".json")); PBLighting.Load(data); }