예제 #1
0
        /// <summary>
        /// 创建指定文件夹中的assetbundle
        /// </summary>
        /// <param name="assetPath">资源的项目路径</param>
        /// <param name="outputPath">输出路径(fullPath)</param>
        /// <param name="suffixs">要求的后缀</param>
        public static void BuildPartABs(string assetPath, string outputPath, string[] suffixs = null)
        {
            List <string> paths = SystemIOTool.GetTargetPaths(assetPath, false, suffixs);

            BuildTargetAB(paths, outputPath);
            EditorUtility.ClearProgressBar();
        }
예제 #2
0
 private static void SetReadWrite(bool isEnable)
 {
     models = SystemIOTool.GetTargetPaths(EditorTool.GetSelectionPath(), false, modelSuffix);
     for (int i = 0; i < models.Count; i++)
     {
         EditorUtility.DisplayProgressBar("SetRead&Write", "设置模型的Read&Write属性", 1f * i / models.Count);
         ModelImporter m = AssetImporter.GetAtPath(models[i]) as ModelImporter;
         m.isReadable = isEnable;
         AssetDatabase.ImportAsset(models[i]);
     }
     EditorUtility.ClearProgressBar();
 }
예제 #3
0
        /// <summary>
        /// 清空资源的AssetBundle名字
        /// </summary>
        public static void ClearABName()
        {
            string        folderPath = EditorTool.GetSelectionPath(true);
            List <string> paths      = SystemIOTool.GetTargetPaths(folderPath);
            int           count      = paths.Count;

            for (int i = 0; i < paths.Count; i++)
            {
                EditorUtility.DisplayProgressBar("EditorHelper", "Clearing AssetBundle Names", 1f * i / count);
                SetABName(paths[i], null);
            }
            AssetDatabase.RemoveUnusedAssetBundleNames();
            EditorUtility.ClearProgressBar();
        }
예제 #4
0
        /// <summary>
        /// 设置MipMaps
        /// </summary>
        private static void SetMipMaps(bool isOpen)
        {
            texs = SystemIOTool.GetTargetPaths(EditorTool.GetSelectionPath(), false, texSuffix);
            for (int i = 0; i < texs.Count; i++)
            {
                EditorUtility.DisplayProgressBar("SetMipMaps", "设置贴图的MipMaps属性", 1f * i / texs.Count);
                TextureImporter t = AssetImporter.GetAtPath(texs[i]) as TextureImporter;
                t.mipmapEnabled = isOpen;

                TextureImporterSettings tis = new TextureImporterSettings();
                t.ReadTextureSettings(tis);
                tis.ApplyTextureType(tis.textureType);
                t.SetTextureSettings(tis);
                AssetDatabase.ImportAsset(texs[i]);
            }
            EditorUtility.ClearProgressBar();
        }