private void ExportSelectedSceneNodes() { string path = EditorUtility.SaveFilePanel("请选择要导出的dsl文件", string.Empty, string.Empty, "dsl"); if (!string.IsNullOrEmpty(path)) { if (File.Exists(path)) { File.Delete(path); } foreach (GameObject obj in Selection.gameObjects) { UiEditUtility.Export(path, obj); Debug.Log("BatchExportAll " + obj.name); } EditorUtility.DisplayDialog("提示", "处理完成", "ok"); } }
private void ExportSelectedPrefabs() { string path = EditorUtility.SaveFilePanel("请选择要导出的dsl文件", string.Empty, string.Empty, "dsl"); if (!string.IsNullOrEmpty(path)) { if (File.Exists(path)) { File.Delete(path); } foreach (ItemInfo item in m_Prefabs) { if (item.Selected) { if (null != item.Prefab) { UiEditUtility.Export(path, item.Prefab); Debug.Log("BatchExportAll " + item.Path); } } } EditorUtility.DisplayDialog("提示", "处理完成", "ok"); } }