internal static void XBuildShader() { var objs = Selection.objects; List <string> names = new List <string>(); foreach (var it in objs) { var pat = AssetDatabase.GetAssetPath(it); names.Add(pat); } InnerBuildShader(names.ToArray()); BuildBundle.FinishEditor(); }
static void GetInstance() { if (!Directory.Exists(Application.dataPath + "/Config")) { Directory.CreateDirectory(Application.dataPath + "/Config"); } if (!File.Exists(Application.dataPath + "/Config/BuildConfig.asset")) { var temp = ScriptableObject.CreateInstance <BuildBundle>(); AssetDatabase.CreateAsset(temp, "Assets/Config/BuildConfig.asset"); } s_instance = AssetDatabase.LoadAssetAtPath <BuildBundle>("Assets/Config/BuildConfig.asset"); }
void OnEnable() { s_instance = target as BuildBundle; }