Пример #1
0
        /// <summary>
        /// Watch for changes to the given asset type flags in the given path, and optionally recursing subdirectories.
        /// If no path is specified, the entire Assets folder will be used.
        /// If no asset type is specified, all asset types will be observed.
        /// </summary>
        public static QuickAssetWatcher Observe(string path = "", UnityAssetType assetType = UnityAssetType.None, bool recurseSubdirectories = true)
        {
            QuickAssetWatcher w = new QuickAssetWatcher(path, assetType, recurseSubdirectories);

            allWatchers.Add(w);
            return(w);
        }
Пример #2
0
 /// <summary>
 /// Extension (with leading dot) for the given Unity asset type
 /// </summary>
 public static string[] GetExtensionsForType(UnityAssetType type)
 {
     string[] ext;
     try {
         ext = assetExtensions [type];
     } catch {
         return(new string[0]);
     }
     return(ext);
 }
Пример #3
0
        /// <summary>
        /// 如果是内置类型/ Builtin的,只要不存在就重打
        /// </summary>
        /// <param name="unityAssetType"></param>
        /// <param name="path"></param>
        /// <returns></returns>
        private static bool CheckNeedBuildAsset(UnityAssetType unityAssetType, string path)
        {
            if (unityAssetType == UnityAssetType.Object)
            {
                return(CheckNeedBuildAsset(path));
            }

            var needBuild = !AssetVersionControl.TryCheckExistRecord(path);

            if (!needBuild && !InternalEditorUtility.inBatchMode)
            {
                Debug.LogWarning("Builtin resource handled, no Need To Build " + path);
            }
            return(needBuild);
        }
Пример #4
0
 private QuickAssetWatcher(string path, UnityAssetType assetType, bool recurseSubdirectories)
 {
     this.basePath              = Path.Combine("Assets", path);
     this.observedAssetTypes    = assetType;
     this.recurseSubdirectories = recurseSubdirectories;
 }
Пример #5
0
 /// <summary>
 /// Extension (with leading dot) for the given Unity asset type
 /// </summary>
 public static string[] GetExtensionsForType(UnityAssetType type)
 {
     string[] ext;
     try {
         ext = assetExtensions [type];
     } catch {
         return new string[0];
     }
     return ext;
 }