예제 #1
0
    /// <summary>
    /// 创建预置
    /// </summary>
    /// <param name="_prefab">prefab配置</param>
    void OnCreatePrefab(EditorEngineAssetConfig _prefab)
    {
        if (!EditorStrayFogUtility.assetBundleName.IsIllegalFile(_prefab.name))
        {
            bool isCreate = true;
            if (File.Exists(_prefab.fileName))
            {
                isCreate = EditorUtility.DisplayDialog("Exists Prefab", "The prefab '" + _prefab.fileName + "' already exists,are you sure want to cover it?", "Yes", "No");
            }
            if (isCreate)
            {
                _prefab.CreateAsset();
                GameObject prefab = PrefabUtility.LoadPrefabContents(_prefab.fileName);
                prefab.layer = LayerMask.NameToLayer("UI");
                prefab.AddComponent <RectTransform>();
                PrefabUtility.SaveAsPrefabAsset(prefab, _prefab.fileName);

                AssetDatabase.SaveAssets();
                EditorStrayFogApplication.PingObject(prefab);
                EditorStrayFogApplication.ExecuteMenu_AssetsRefresh();
                EditorUtility.DisplayDialog("Create New Window Prefab", "Create window prefab is complete.", "OK");
            }
        }
        else
        {
            EditorUtility.DisplayDialog("Illegal Name", "Window Name is not legal.", "OK");
        }
    }
    /// <summary>
    /// 加载配置
    /// </summary>
    void OnLoadConfigs()
    {
        mExistsConfigs.Clear();
        mNoExistsConfigs.Clear();
        Type                    t     = EditorStrayFogAssembly.GetType("AbsRunningScriptableObject");
        List <Type>             types = EditorStrayFogAssembly.GetExportedTypes(t);
        EditorEngineAssetConfig temp  = null;

        if (types != null && types.Count > 0)
        {
            foreach (Type s in types)
            {
                if (!s.Equals(t))
                {
                    temp = new EditorEngineAssetConfig(s.Name,
                                                       enEditorApplicationFolder.Game_AssetBundles_Assets.GetAttribute <EditorApplicationFolderAttribute>().path,
                                                       enFileExt.Asset, s.FullName);
                    if (temp.Exists())
                    {
                        mExistsConfigs.Add(temp);
                    }
                    else
                    {
                        mNoExistsConfigs.Add(temp);
                    }
                }
            }
        }
    }
예제 #3
0
 /// <summary>
 /// 构造函数
 /// </summary>
 /// <param name="_pathOrGuid">路径或guid</param>
 public EditorSelectionXlsSchemaToSQLiteAsset(string _pathOrGuid) : base(_pathOrGuid)
 {
     tableMapingDirectory = Path.Combine(directory, "TableMaping").TransPathSeparatorCharToUnityChar();
     tableAssetConfig     = new EditorEngineAssetConfig(nameWithoutExtension, tableMapingDirectory, enFileExt.Asset, typeof(EditorXlsTableSchema).FullName);
     dbName = (Path.GetFileName(directory) + typeof(enFileExt).GetAttributeForConstField <FileExtAttribute>(enFileExt.SQLiteDb).ext).TransPathSeparatorCharToUnityChar();
     dbPath = Path.Combine(directory, dbName).TransPathSeparatorCharToUnityChar();
 }
    /// <summary>
    /// 读取配置
    /// </summary>
    void OnRead()
    {
        EditorEngineAssetConfig absCfg = new EditorEngineAssetConfig(fileInSide,
                                                                     enEditorApplicationFolder.Game_Editor_Asmdef.GetAttribute <EditorApplicationFolderAttribute>().path,
                                                                     enFileExt.Asset, typeof(EditorAsmdefAsset).FullName);

        if (!absCfg.Exists())
        {
            absCfg.CreateAsset();
        }
        absCfg.LoadAsset();
        assetNode = (EditorAsmdefAsset)absCfg.engineAsset;
    }
예제 #5
0
    /// <summary>
    /// 读取配置
    /// </summary>
    public void Read()
    {
        EditorEngineAssetConfig absCfg = new EditorEngineAssetConfig(fileInSide,
                                                                     enEditorApplicationFolder.Game_Editor_UIWindow.GetAttribute <EditorApplicationFolderAttribute>().path,
                                                                     enFileExt.Asset, typeof(EditorUIWindowAsset).FullName);

        if (!absCfg.Exists())
        {
            absCfg.CreateAsset();
        }
        absCfg.LoadAsset();
        assetNode     = (EditorUIWindowAsset)absCfg.engineAsset;
        ownerAssembly = EditorStrayFogAssembly.GetType(assetNode.name).Assembly;
    }
예제 #6
0
    static void EditorAnimCurveMenuItem_EditorWindowExecuteLookBuildHotfixAsmdefStaticSetting()
    {
        EditorEngineAssetConfig cfg = EditorStrayFogExecute.ExecuteLookBuildHotfixAsmdefStaticSetting();

        EditorStrayFogApplication.PingObject(cfg.engineAsset);
    }