예제 #1
0
        private static void ClearSetting()
        {
            DirectoryInfo directoryInfo = new DirectoryInfo(LUNCH_SETTING_PATH);

            if (!directoryInfo.Exists)
            {
                directoryInfo.Create();
            }
            AssetDatabase.DeleteAsset(LUNCH_SETTING_FILE_PATH);
            _instance = null;
        }
예제 #2
0
        private static LaunchSetting CreateSettingForce()
        {
            DirectoryInfo directoryInfo = new DirectoryInfo(LUNCH_SETTING_PATH);

            if (!directoryInfo.Exists)
            {
                directoryInfo.Create();
            }

            LaunchSetting setting = CreateInstance <LaunchSetting>();

            AssetDatabase.CreateAsset(setting, LUNCH_SETTING_FILE_PATH);

            return(setting);
        }
예제 #3
0
        private static LaunchSetting FindBuildProjectSetting()
        {
            LaunchSetting result = null;

            // Resources.FindObjectsOfTypeAll查找该类型的所有对象
            // 这个函数可以返回加载的Unity物体的任意类型,包含游戏对象、预制体、材质、网格、纹理等等
            LaunchSetting[] buildProjectSettings = Resources.FindObjectsOfTypeAll <LaunchSetting>();
            if (buildProjectSettings != null && buildProjectSettings.Length > 0)
            {
                result = buildProjectSettings[0];
            }

            if (!result)
            {
                result = AssetDatabase.LoadAssetAtPath <LaunchSetting>(LUNCH_SETTING_FILE_PATH);
            }

            return(result);
        }