/// <summary> /// 读取打包资源配置信息. /// </summary> /// <returns>打包资源配置信息.</returns> /// <param name="iDirPath">Asset存放目录文件(不指定:当前选定对象所在目录).</param> public static T ReadSetting <T>(string iDirPath = null) where T : UnityEngine.ScriptableObject { T objRet = default(T); string path = null; try { path = GetAssetFilePath <T>(iDirPath); if (true == string.IsNullOrEmpty(path)) { UtilsLog.Error("UtilityAsset", "GetAssetFilePath():Failed!!!(Dir:{0})", true == string.IsNullOrEmpty(iDirPath) ? "null" : iDirPath); return(objRet); } UtilsLog.Info("UtilityAsset", "ReadSetting:{0}", path); objRet = UtilsAsset.LoadAssetFile <T>(path); SetAssetDirty(objRet); } catch (System.IO.DirectoryNotFoundException exp) { UtilsLog.Fatal("UtilityAsset", "ReadSetting()::Failed!!! DetailInfo ClassName:{0} \n AssetFile:{1} \n Error:{2}", typeof(T).ToString(), (path == null) ? "null" : path, exp.Message); } if (default(T) == objRet) { objRet = UtilsAsset.CreateAsset <T> (iDirPath); AssetsRefresh(); SetAssetDirty(objRet); } return(objRet); }
/// <summary> /// 创建设定文件(在当前目录). /// </summary> protected static T1 CreateAssetAtCurDir() { string curDir = GetCurDir(); if (Directory.Exists(curDir) == false) { return(null); } return(UtilsAsset.CreateAsset <T1> (curDir)); }
static AutoRefreshImagesSetting Create() { return(UtilsAsset.CreateAsset <AutoRefreshImagesSetting> ()); }
/// <summary> /// 创建设定文件(在当前目录). /// </summary> protected static T1 CreateAsset() { return(UtilsAsset.CreateAsset <T1> ()); }