public static void BuildAssetBundlesInSelectFolder() { string selectPath = EditorUtils.GetSelectedDirAssetsPath();//.CurrentSelectFolder; if (selectPath == null) { Log.w("Not Select Any Folder!"); return; } BuildAssetBundlesInFolder(selectPath); }
public static void GenAssetNameAsFolderName() { string selectPath = EditorUtils.GetSelectedDirAssetsPath(); if (selectPath == null) { Log.w("Not Select Any Folder!"); return; } AutoGenAssetNameInFolder(selectPath, true); Log.i("Finish GenAssetNameAsFolderName."); }
//自动设置选中目录下的AssetBundle Name public static void GenAssetNameAsFileName() { string selectPath = EditorUtils.GetSelectedDirAssetsPath(); if (selectPath == null) { Log.W("Not Select Any Folder!"); return; } AutoGenAssetNameInFolder(selectPath, false); AssetDatabase.SaveAssets(); Log.I("Finish GenAssetNameAsFileName."); }
public static void BuildAppConfig() { AppConfig data = null; string folderPath = EditorUtils.GetSelectedDirAssetsPath(); string spriteDataPath = folderPath + "/AppConfig.asset"; data = AssetDatabase.LoadAssetAtPath <AppConfig>(spriteDataPath); if (data == null) { data = ScriptableObject.CreateInstance <AppConfig>(); AssetDatabase.CreateAsset(data, spriteDataPath); } Log.i("Create App Config In Folder:" + spriteDataPath); EditorUtility.SetDirty(data); AssetDatabase.SaveAssets(); }
public static void BuildSpritesData() { SpritesData data = null; string folderPath = EditorUtils.GetSelectedDirAssetsPath(); string spriteDataPath = folderPath + "SpritesData.asset"; data = AssetDatabase.LoadAssetAtPath <SpritesData>(spriteDataPath); if (data == null) { data = ScriptableObject.CreateInstance <SpritesData>(); data.atlasName = folderPath; AssetDatabase.CreateAsset(data, spriteDataPath); } data.ClearAllSprites(); string workPath = EditorUtils.AssetsPath2ABSPath(folderPath); var filePaths = Directory.GetFiles(workPath); for (int i = 0; i < filePaths.Length; ++i) { string relPath = EditorUtils.ABSPath2AssetsPath(filePaths[i]); UnityEngine.Object[] objs = AssetDatabase.LoadAllAssetsAtPath(relPath); if (objs != null) { for (int j = 0; j < objs.Length; ++j) { if (objs[j] is Sprite) { data.AddSprite(objs[j] as Sprite); } else if (objs[j] is Texture2D) { ProcessSpriteTextureImport(relPath, folderPath); } } } } EditorUtility.SetDirty(data); AssetDatabase.SaveAssets(); Log.i("Success Process SpriteImport:" + folderPath); }