static void BuildClassFile(ClassType classType) { var enumsPath = InternalEditorUtility.GetAssetsFolder() + "/Scripts/"; if (!Directory.Exists(enumsPath)) { Directory.CreateDirectory(enumsPath); } string fileName = ""; switch (classType) { case ClassType.Tags: fileName = "Tags.cs"; RebuildTagsFile(enumsPath + fileName); break; case ClassType.Layers: fileName = "Layers.cs"; RebuildLayersFile(enumsPath + fileName); break; case ClassType.SortingLayers: fileName = "SortingLayers.cs"; RebuildSortingLayersFile(enumsPath + fileName); break; default: break; } AssetDatabase.ImportAsset(enumsPath + fileName, ImportAssetOptions.ForceUpdate); Debug.Log("已在" + enumsPath + "建立" + fileName); }
private void ExtractTexturesGUI() { using (new EditorGUILayout.HorizontalScope(new GUILayoutOption[0])) { EditorGUILayout.PrefixLabel(ModelImporterMaterialEditor.Styles.Textures); using (new EditorGUI.DisabledScope(!this.m_HasEmbeddedTextures.boolValue && !this.m_HasEmbeddedTextures.hasMultipleDifferentValues)) { if (GUILayout.Button(ModelImporterMaterialEditor.Styles.ExtractEmbeddedTextures, new GUILayoutOption[0])) { List <Tuple <UnityEngine.Object, string> > list = new List <Tuple <UnityEngine.Object, string> >(); string text = (base.target as ModelImporter).assetPath; text = EditorUtility.SaveFolderPanel("Select Textures Folder", FileUtil.DeleteLastPathNameComponent(text), ""); if (!string.IsNullOrEmpty(text)) { text = FileUtil.GetProjectRelativePath(text); try { AssetDatabase.StartAssetEditing(); UnityEngine.Object[] targets = base.targets; for (int i = 0; i < targets.Length; i++) { UnityEngine.Object @object = targets[i]; string text2 = FileUtil.GetUniqueTempPathInProject(); text2 = text2.Replace("Temp", InternalEditorUtility.GetAssetsFolder()); list.Add(Tuple.Create <UnityEngine.Object, string>(@object, text2)); ModelImporter modelImporter = @object as ModelImporter; modelImporter.ExtractTextures(text2); } } finally { AssetDatabase.StopAssetEditing(); } try { AssetDatabase.Refresh(); AssetDatabase.StartAssetEditing(); foreach (Tuple <UnityEngine.Object, string> current in list) { ModelImporter modelImporter2 = current.Item1 as ModelImporter; string[] array = AssetDatabase.FindAssets("t:Texture", new string[] { current.Item2 }); string[] array2 = array; for (int j = 0; j < array2.Length; j++) { string guid = array2[j]; string text3 = AssetDatabase.GUIDToAssetPath(guid); Texture texture = AssetDatabase.LoadAssetAtPath <Texture>(text3); if (!(texture == null)) { modelImporter2.AddRemap(new AssetImporter.SourceAssetIdentifier(texture), texture); string text4 = Path.Combine(text, FileUtil.UnityGetFileName(text3)); text4 = AssetDatabase.GenerateUniqueAssetPath(text4); AssetDatabase.MoveAsset(text3, text4); } } AssetDatabase.ImportAsset(modelImporter2.assetPath, ImportAssetOptions.ForceUpdate); AssetDatabase.DeleteAsset(current.Item2); } } finally { AssetDatabase.StopAssetEditing(); } } } } } }