/** 作成。すべて。 * * a_assets_path : 「Assets」からの相対パス。 * */ public static System.Collections.Generic.List <string> CreateAll(string a_assets_path) { System.Collections.Generic.List <string> t_list = new System.Collections.Generic.List <string>(); { System.Collections.Generic.Stack <string> t_work = new System.Collections.Generic.Stack <string>(); { string t_assets_path_root = NormalizePath.NormalizeSeparateAndLast(a_assets_path); System.Collections.Generic.List <string> t_directory_name_list = CreateTopOnly(t_assets_path_root); if (t_assets_path_root.Length == 0) { foreach (string t_directoryname in t_directory_name_list) { t_list.Add(t_directoryname); t_work.Push(t_directoryname); } } else { foreach (string t_directoryname in t_directory_name_list) { string t_assets_path = t_assets_path_root + "\\" + t_directoryname; t_list.Add(t_assets_path); t_work.Push(t_assets_path); } } } { while (t_work.Count > 0) { string t_assets_path_current = t_work.Pop(); System.Collections.Generic.List <string> t_directory_name_list = CreateTopOnly(t_assets_path_current); foreach (string t_directoryname in t_directory_name_list) { string t_assets_path = t_assets_path_current + "\\" + t_directoryname; t_list.Add(t_assets_path); t_work.Push(t_assets_path); } } } } return(t_list); }
/** 作成。すべて。 * * a_full_path : フルパス。 * */ public static System.Collections.Generic.List <string> CreateAll(string a_full_path) { System.Collections.Generic.List <string> t_list = new System.Collections.Generic.List <string>(); { System.Collections.Generic.List <string> t_full_path_directory_list; { string t_full_path = NormalizePath.NormalizeSeparateAndLast(a_full_path); t_full_path_directory_list = CreateDirectoryNameListWithFullPath.CreateAll(t_full_path); t_full_path_directory_list.Add(t_full_path); } { foreach (string t_full_path in t_full_path_directory_list) { System.Collections.Generic.List <string> t_filename_list = CreateTopOnly(t_full_path); foreach (string t_filename in t_filename_list) { t_list.Add(t_full_path + '\\' + t_filename); } } } } return(t_list); }
/** 作成。すべて。 * * a_full_path : フルパス。 * */ public static System.Collections.Generic.List <string> CreateAll(string a_full_path) { System.Collections.Generic.Stack <string> t_work = new System.Collections.Generic.Stack <string>(); { t_work.Push(NormalizePath.NormalizeSeparateAndLast(a_full_path)); } System.Collections.Generic.List <string> t_list = new System.Collections.Generic.List <string>(); { while (t_work.Count > 0) { string t_full_path_current = t_work.Pop(); System.Collections.Generic.List <string> t_directory_name_list = CreateTopOnly(t_full_path_current); foreach (string t_directoryname in t_directory_name_list) { string t_full_path = t_full_path_current + '\\' + t_directoryname; t_list.Add(t_full_path); t_work.Push(t_full_path); } } } return(t_list); }
/** 作成。すべて。 * * a_assets_path : 「Assets」からの相対パス。 * */ public static System.Collections.Generic.List <string> CreateAll(string a_assets_path) { System.Collections.Generic.List <string> t_list = new System.Collections.Generic.List <string>(); { string t_assets_path_root = NormalizePath.NormalizeSeparateAndLast(a_assets_path); if (t_assets_path_root.Length == 0) { System.Collections.Generic.List <string> t_file_name_list = CreateTopOnly(t_assets_path_root); foreach (string t_filename in t_file_name_list) { t_list.Add(t_filename); } } else { System.Collections.Generic.List <string> t_file_name_list = CreateTopOnly(t_assets_path_root); foreach (string t_filename in t_file_name_list) { t_list.Add(t_assets_path_root + '\\' + t_filename); } } { System.Collections.Generic.List <string> t_assets_path_directory_list = CreateDirectoryNameListWithAssetsPath.CreateAll(t_assets_path_root); foreach (string t_assets_path in t_assets_path_directory_list) { System.Collections.Generic.List <string> t_file_name_list = CreateTopOnly(t_assets_path); foreach (string t_filename in t_file_name_list) { t_list.Add(t_assets_path + '\\' + t_filename); } } } } return(t_list); }
/** AssetLib */ static AssetLib() { s_application_data_path = NormalizePath.NormalizeSeparateAndLast(UnityEngine.Application.dataPath); s_application_streamingassets_path = NormalizePath.NormalizeSeparateAndLast(UnityEngine.Application.streamingAssetsPath); }