예제 #1
0
        /// <summary>
        /// 创建选中对象的assetbundle
        /// </summary>
        /// <param name="path">对象的路径</param>
        /// <param name="outputPath">输出路径</param>
        public static void BuildSelectionAB(string outputPath)
        {
            string        path  = EditorTool.GetSelectionPath();
            List <string> paths = new List <string>()
            {
                path
            };

            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
        private static void _RemoveTex(FileInfo fileInfo)
        {
            Material mat = EditorTool.Trans2Object <Material>(fileInfo);

            if (mat != null)
            {
                mat.SetTexture(Albedo, null);
                mat.SetTexture(AO, null);
                mat.SetTexture(Metallic, null);
                mat.SetTexture(Normal, null);
                mat.SetTexture(Emission, null);
            }
        }
예제 #4
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 #5
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();
        }
예제 #6
0
        private static void _AddTex(FileInfo fileInfo, List <FileInfo> texs)
        {
            Material mat     = EditorTool.Trans2Object <Material>(fileInfo);
            string   matName = NameSetting(fileInfo.Name);

            if (mat != null)
            {
                foreach (var tex in texs)
                {
                    if (NameCompare(matName, tex.Name))
                    {
                        Texture t = EditorTool.Trans2Object <Texture>(tex);
                        if (t != null)
                        {
                            SelectTex(mat, t);
                        }
                    }
                }
                MatSetting(mat);
            }
        }