public static void make() { _uiElementDic.clear(); _uiModelDic.clear(); initElementNames(); foreach (var v in _elementPrefabDic) { Transform tf = v.transform; UIObjectData element = new UIObjectData(); element.name = tf.gameObject.name; element.type = UIElementType.Element; element.style = ""; if (tf.gameObject.tag.Equals("G")) { element.style = "G"; } makeNode(element, tf); _uiElementDic.put(element.name, element); } //生成新预处理列表 string[] files = FileUtils.getDeepFileList(ShineToolGlobal.uiModelsPath, "prefab"); for (int i = 0; i < files.Length; i++) { string assetsPath = ToolFileUtils.getAssetsPath(files[i]); GameObject prefab = AssetDatabase.LoadAssetAtPath <GameObject>(assetsPath); Transform tf = prefab.transform; UIObjectData element = new UIObjectData(); element.name = tf.gameObject.name; element.type = UIElementType.Model; element.style = ""; if (tf.gameObject.tag.Equals("G")) { element.style = "G"; } makeNode(element, tf); _uiModelDic.put(element.name, element); } writeBytes(); ToolFileUtils.executeServerTool("uiModel"); Ctrl.print("OK"); }
protected override void populateMenu(GenericMenu menu, SerializedProperty property, SElementAttribute attribute) { string[] files = FileUtils.getDeepFileList(ToolFileUtils.getAssetsPath(ShineToolGlobal.uiElementsPath), "prefab"); for (int i = 0; i < files.Length; i++) { GameObject prefab = AssetDatabase.LoadAssetAtPath <GameObject>(files[i]); string name = prefab.name; menu.AddItem(new GUIContent(name), name == property.stringValue, onSelectItem, name); } }
private static void initElementNames() { _elementDic = new SMap <string, string>(); _elementPrefabDic = new SMap <string, GameObject>(); string[] files = FileUtils.getDeepFileList(ShineToolGlobal.uiElementsPath, "prefab"); for (int i = 0; i < files.Length; i++) { string assetsPath = ToolFileUtils.getAssetsPath(files[i]); GameObject prefab = AssetDatabase.LoadAssetAtPath <GameObject>(assetsPath); _elementDic.put(assetsPath, prefab.name); _elementPrefabDic.put(assetsPath, prefab); } }
static void addAllSceneToBuildSettings() { // string[] unityList=FileUtils.getDeepFileList(ShineToolGlobal.assetSourcePath + "/unity","unity"); string[] sceneList = FileUtils.getDeepFileList(ShineToolGlobal.assetSourcePath + "/scene", "unity"); EditorBuildSettingsScene[] newSettings = new EditorBuildSettingsScene[sceneList.Length + 2]; int i = 0; newSettings[i++] = new EditorBuildSettingsScene(ShineGlobal.sourceHeadU + "unity/main.unity", true); newSettings[i++] = new EditorBuildSettingsScene(ShineGlobal.sourceHeadU + "unity/root.unity", true); foreach (string v in sceneList) { string sceneName = ToolFileUtils.getAssetsPath(v); newSettings[i++] = new EditorBuildSettingsScene(sceneName, true); } EditorBuildSettings.scenes = newSettings; }