//初始化 void Load() { m_tab = EditorPrefs.GetInt("PrefabWin Prefab Tab", 0); SizePercent = EditorPrefs.GetFloat("PrefabWin_SizePercent", 0.5f); foreach (PreviewItem item in mItems) { DestroyTexture(item); } mItems.Clear(); //读取本地存储的数据 string data = EditorPrefs.GetString(saveKey, ""); if (string.IsNullOrEmpty(data)) { Resets(); } else { if (string.IsNullOrEmpty(data)) { return; } string[] guids = data.Split('|'); foreach (string s in guids) { AddGUID(s, -1); } RectivateLights(); } //加载默认文件夹里面的资源 if (m_tab == 0 && Configure.PrefabWinBasicComPath != "") { List <string> filtered = UIEditorHelper.GetAllPrefabs(Configure.PrefabWinBasicComPath); for (int i = 0; i < filtered.Count; i++) { AddGUID(AssetDatabase.AssetPathToGUID(filtered[i]), -1); } RectivateLights(); } if (m_tab == 1 && Configure.PrefabWinCommonPanelPath != "") { List <string> filtered = UIEditorHelper.GetAllPrefabs(Configure.PrefabWinCommonPanelPath); for (int i = 0; i < filtered.Count; i++) { AddGUID(AssetDatabase.AssetPathToGUID(filtered[i]), -1); } RectivateLights(); } loadTextData(Configure.ColorDataPath, ref colocDic); loadTextData(Configure.UIWidgetPath, ref uiWidgetDic); loadTextData(Configure.UIInfoPath, ref uiInfoDic); loadTextData(Configure.UIStatePath, ref uiStateDic); }