/// <summary> /// Assetからの相対パスで指定する. /// </summary> public static void Create(string templateName, string filePath, System.Action <GameObject> setParam) { if (AssetDataBaseUtils.Exists(filePath)) { return; } string dir = System.IO.Path.GetDirectoryName(filePath); DirectoryUtils.SafeCreateDirectory(dir); if (AssetDatabase.CopyAsset(GetTemplatePath(templateName), filePath)) { var go = AssetDatabase.LoadAssetAtPath <GameObject> (filePath); setParam(go); } }
void ExportScreenSettings() { string settingsPath = AssetDataBaseUtils.GetAssetFullPath(settings); string dir = Path.GetDirectoryName(settingsPath); //Window string windowDir = dir + "/Window"; DirectoryUtils.SafeCreateDirectory(windowDir); foreach (var item in settings.windows) { ScriptCreater.Create("WindowTemplate", string.Format("{0}/{1}.cs", windowDir, item.name)); } string screenDir = dir + "/Screen"; DirectoryUtils.SafeCreateDirectory(screenDir); foreach (var item in settings.screens) { ScriptCreater.Create("ScreenTemplate", string.Format("{0}/{1}.cs", screenDir, item.name)); } AssetDatabase.Refresh(); }