public void InitPath() { GameObjectPathList pathlist = Resources.Load <GameObjectPathList>(Const.Path_Config_Obj_Ready); PathInfo0.PathLength = pathlist.PathLength; PathInfo0.Path = pathlist.Path; PathInfo0.PathUp = pathlist.PathUp; PathInfo0.PathRight = pathlist.PathRight; if (Type == E_Type.City) { pathlist = Resources.Load <GameObjectPathList>(Const.Path_Config_Obj_City); PathInfo1.PathLength = pathlist.PathLength; PathInfo1.Path = pathlist.Path; PathInfo1.PathUp = pathlist.PathUp; PathInfo1.PathRight = pathlist.PathRight; } if (Type == E_Type.Gorge) { pathlist = Resources.Load <GameObjectPathList>(Const.Path_Config_Obj_Gorge); PathInfo1.PathLength = pathlist.PathLength; PathInfo1.Path = pathlist.Path; PathInfo1.PathUp = pathlist.PathUp; PathInfo1.PathRight = pathlist.PathRight; } pathlist = Resources.Load <GameObjectPathList>(Const.Path_Config_Obj_Land); PathInfo2.PathLength = pathlist.PathLength; PathInfo2.Path = pathlist.Path; PathInfo2.PathUp = pathlist.PathUp; PathInfo2.PathRight = pathlist.PathRight; ReversePath(PathInfo2); }
private void CreatePools(PathInfo pathInfo) { // 不仅只存在于内存当中,还存在与项目里面 GameObjectPathList pathList = ScriptableObject.CreateInstance <GameObjectPathList>(); pathList.PathLength = pathInfo.PathLength; pathList.Path = pathInfo.Path; pathList.PathUp = pathInfo.PathUp; pathList.PathRight = pathInfo.PathRight; AssetDatabase.CreateAsset(pathList, "Assets/Resources/landpath.asset"); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); }