/// <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); } } } } }
/// <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; }
/// <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; }
static void EditorAnimCurveMenuItem_EditorWindowExecuteLookBuildHotfixAsmdefStaticSetting() { EditorEngineAssetConfig cfg = EditorStrayFogExecute.ExecuteLookBuildHotfixAsmdefStaticSetting(); EditorStrayFogApplication.PingObject(cfg.engineAsset); }