protected void addResListItem(string srcFullPath, string destFullPath)
        {
            ResListItem item = new ResListItem();

            item.m_srcName = ExportUtil.rightSubStr(srcFullPath, m_srcRoot);
            if (m_unity3dExtNameList.IndexOf(UtilPath.getFileExt(srcFullPath)) != -1)     // 如果需要打包成 unity3d
            {
                item.m_destName = string.Format("{0}{1}", item.m_srcName.Substring(0, item.m_srcName.IndexOf('.')), UtilApi.DOTUNITY3D);
            }
            else
            {
                item.m_destName = item.m_srcName;
            }

            if (m_destRoot.Length > 0)
            {
                item.m_destName = string.Format("{0}/{1}", m_destRoot, item.m_destName);
            }

            // 如果是 unity 扩展名字的场景文件,需要在原始文件名字前面添加 Scenes 子目录
            if (UtilPath.getFileExt(item.m_srcName) == "unity")
            {
                item.m_srcName = string.Format("Scenes/{0}", item.m_srcName);
            }
            ResExportSys.m_instance.m_pResourcesCfgPackData.m_exportResList.addItem(item);
        }
Esempio n. 2
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 public void addItem(ResListItem item)
 {
     m_list.Add(item);
 }
Esempio n. 3
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 public void addItem(ResListItem item)
 {
     m_list.Add(item);
 }