public override void InitManager() { base.InitManager(); //初始化与战斗有关的单例控制器 BattleCalculator.Instance.Init(); //战斗计算器 MapNavigator.Instance.Init(); //导航器 BattleFieldRenderer.Instance.Init(); //初始化战场显示器 #if UNITY_EDITOR //收集战斗数据 //保存路径 string brFolder = UtilityHelper.ConvertToObsPath(string.Format("{0}/../BR", Application.dataPath)); if (!Directory.Exists(brFolder)) { Directory.CreateDirectory(brFolder); } brPath = string.Format("{0}/{1}_{2}_{3}_{4}_{5}.csv", brFolder, System.DateTime.Now.Month, System.DateTime.Now.Day, System.DateTime.Now.Hour, System.DateTime.Now.Minute, System.DateTime.Now.Second); #endif }
public static void ProcessUIViewConfig() { string prefabPath = UtilityHelper.ConvertToObsPath(PrefabPath); string[] allUIPrefab = Directory.GetFiles( prefabPath, "*.prefab", SearchOption.TopDirectoryOnly) .Where( file => file.EndsWith(".prefab") && file.ToLower().Contains("uiview_")).ToArray(); List <string> newConfigs = new List <string>(); int count = 0; foreach (var item in allUIPrefab) { string fileName = Path.GetFileNameWithoutExtension(item); string soPath = UtilityHelper.ConvertToObsPath(string.Format("{0}/{1}.asset", OutputPath, fileName)); ++count; if (!File.Exists(soPath)) { //不存在这个so,创建新的 SO_UIViewConfig newConfig = ScriptableObject.CreateInstance <SO_UIViewConfig>(); newConfig.assetName = fileName; AssetDatabase.CreateAsset(newConfig, string.Format("{0}/{1}.asset", OutputPath, fileName)); newConfigs.Add(string.Format(string.Format("(新建) {0}. {1} -> {2} ", count, fileName, OutputPath))); } else { newConfigs.Add(string.Format(string.Format("(已存在) {0}. {1} -> {2} ", count, fileName, OutputPath))); } } if (newConfigs.Count > 0) { AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); //显示界面 UIViewConfigHelperWindow.Show("刷新界面配置文件", newConfigs, new Rect(200, 200, 600, newConfigs.Count * 22 + 50)); } else { EditorUtility.DisplayDialog("Complete", "There isn't any view config need to be created.", "OK"); } }