//[MenuItem("Resource Generator/GenerateResource/UI")] static void GenerateAllUIScene() { if (!Directory.Exists(UIWndAssetbundlePath)) { Directory.CreateDirectory(UIWndAssetbundlePath); } if (!Directory.Exists(UITextureAssetbundlePath)) { Directory.CreateDirectory(UITextureAssetbundlePath); } if (!Directory.Exists(UISoundAssetbundlePath)) { Directory.CreateDirectory(UISoundAssetbundlePath); } List <string> uiWndSrcDirList = new List <string>(); List <string> uiTxtSrcDirList = new List <string>(); uiWndSrcDirList.Add(UIWndBasicSrcDir); uiWndSrcDirList.Add(UIWndSrcDir); uiTxtSrcDirList.Add(SpecialTexBasicSrcDir); #if !PACKAGE_BASIC uiTxtSrcDirList.Add(SpecialTexSrcDir); #endif GenerateResource.BuildAllShader("all"); ProcUIScene_All(uiTxtSrcDirList, uiWndSrcDirList); GenerateResource.PopAllShader(); }
static void Generate_Stage() { GenerateResource.BuildAllShader("all"); List <string> dirList = new List <string>(); dirList.Add(StageBasicSrcDir); #if !PACKAGE_BASIC dirList.Add(StageSrcDir); #endif ProcessAll(dirList); GenerateResource.PopAllShader(); }
static void Generate_Atlas() { if (!Directory.Exists(UIAtlasAssetbundlePath)) { Directory.CreateDirectory(UIAtlasAssetbundlePath); } List <string> atlasDirList = new List <string>(); atlasDirList.Add(AtlasBasicSrcDir); #if !PACKAGE_BASIC atlasDirList.Add(AtlasSrcDir); #endif GenerateResource.BuildAllShader("all"); ProcAtlas_Dir(atlasDirList); GenerateResource.PopAllShader(); }
static void GenerateSpecialEffect() { GenerateResource.BuildAllShader("all"); if (!Directory.Exists(EffectAssetbundlePath)) { Directory.CreateDirectory(EffectAssetbundlePath); } string Specialeffects_dir = "Assets/Add On Resource/Characters/Badge"; ProcSpecialEffectDir(Specialeffects_dir); Specialeffects_dir = "Assets/Add On Resource/Scenes"; ProcSpecialEffectDir(Specialeffects_dir); Specialeffects_dir = "Assets/Add On Resource/UI"; ProcSpecialEffectDir(Specialeffects_dir); GenerateResource.PopAllShader(); GenerateEnchantEffect.GenerateAllEnchantEffect(); }
static void GenerateSelectEffects() { if (!Directory.Exists(EffectAssetbundlePath)) { Directory.CreateDirectory(EffectAssetbundlePath); } string Specialeffects_dir = "Assets/Add On Resource/Characters/Badge/"; string tagpath = EditorUtility.OpenFolderPanel("", Application.dataPath + "/Add On Resource/Characters/Badge/", ""); if (string.IsNullOrEmpty(tagpath) && !tagpath.Contains(Specialeffects_dir)) { return; } tagpath = "Assets" + tagpath.Replace(Application.dataPath, ""); GenerateResource.BuildAllShader("all"); ProcSpecialEffectDir(tagpath); GenerateResource.PopAllShader(); //GenerateEnchantEffect.GenerateAllEnchantEffect(); }