public static void GenerateConfigAssets(string configAssetPath, string configPath, List <string> specifiedPathList) { List <string> paths = DynamicAssetGenerator.GeneratePaths(specifiedPathList, ".png"); Dictionary <string, Sprite> assets = DynamicAssetGenerator.GenerateAssets <Sprite>(paths); List <DynamicAssetConfig> dynamicAssetConfigs = LoadDynamicAssetConfig(configPath); Dictionary <string, Sprite> configAssets = new Dictionary <string, Sprite>(dynamicAssetConfigs.Count); string variableDefinitioStr = ""; foreach (DynamicAssetConfig config in dynamicAssetConfigs) { if (assets.ContainsKey(config.Resource)) { configAssets.Add(config.Resource, assets[config.Resource]); if (config.Variable != "Null") { variableDefinitioStr += GetDefintionCode(config.Variable, config.Comment, config.Index); } } } GenerateSpriteAssetFile(configAssetPath, configAssets); Dictionary <string, string> replaceStrDict = new Dictionary <string, string> { ["__Variable_Definition__"] = variableDefinitioStr, }; TemplateScriptGenerator.GenerateScriptFile(Defitions.DynamicAssets.DefintionTemplateFile, Defitions.DynamicAssets.DynamicAssetDefintionFile, replaceStrDict, Encoding.UTF8); }
public static void GeneratePrefabAsset() { List <string> specifiedPathList = new List <string>() { Defitions.DynamicAssets.ResourcePath + "Prefab", Defitions.DynamicAssets.ResourcePath + "TestPrefab.prefab", }; List <string> pathList = DynamicAssetGenerator.GeneratePaths(specifiedPathList, ".prefab"); Dictionary <string, GameObject> assets = DynamicAssetGenerator.GenerateAssets <GameObject>(pathList); DynamicAssetGenerator.GenerateGameObjectAssetFile(Defitions.DynamicAssets.PrefabAssetFile, assets); }
public static void GenerateSpriteAsset() { List <string> specifiedPathList = new List <string>() { Defitions.DynamicAssets.ResourcePath + "Equip", Defitions.DynamicAssets.ResourcePath + "Hero", }; List <string> pathList = DynamicAssetGenerator.GeneratePaths(specifiedPathList, ".png"); Dictionary <string, Sprite> assets = DynamicAssetGenerator.GenerateAssets <Sprite>(pathList); DynamicAssetGenerator.GenerateSpriteAssetFile(Defitions.DynamicAssets.SpriteAssetFile, assets); }