Пример #1
0
    public static void ImportData()
    {
        GameObject curObj = Selection.activeGameObject;

        if (null == curObj)
        {
            Debug.LogError("pleas choose the npcEditor root");
            return;
        }
        NPCEditorRoot curRoot = curObj.GetComponent <NPCEditorRoot>();

        if (null == curRoot)
        {
            Debug.LogError("the object is not a npcEditor root");
            return;
        }
        string curPath = Application.dataPath + "/../../Public/PublicTables/SceneNpc.txt";

        if (!File.Exists(curPath))
        {
            EditorUtility.DisplayDialog("提示", "文件 " + curPath + " 不存在,无法加载", "确定");
        }
        else
        {
            curRoot.ImportData(curPath);
        }
    }
Пример #2
0
    public static void ExportData()
    {
        GameObject curObj = Selection.activeGameObject;

        if (null == curObj)
        {
            Debug.LogError("pleas choose the npcEditor root");
            return;
        }
        NPCEditorRoot curRoot = curObj.GetComponent <NPCEditorRoot>();

        if (null == curRoot)
        {
            Debug.LogError("the object is not a npcEditor root");
            return;
        }
        string SavePath = Application.dataPath + "/Data/";

        if (!Directory.Exists(SavePath))
        {
            Directory.CreateDirectory(SavePath);
        }

        string SaveFile = Application.dataPath + "/../../Public/PublicTables/SceneNpc.txt";

        curRoot.ExportData(SaveFile);
        AssetDatabase.Refresh();
        Debug.Log(SavePath + "保存完毕");

        /*
         * string curPath = "";//= BundleManager.GetGUIDataName(target.name);
         *
         * */
    }