Пример #1
0
        private static void ClearSetting()
        {
            DirectoryInfo directoryInfo = new DirectoryInfo(BUILD_PROJECT_SETTING_PATH);

            if (!directoryInfo.Exists)
            {
                directoryInfo.Create();
            }
            AssetDatabase.DeleteAsset(BUILD_PROJECT_SETTING_FILE_PATH);
            _instance = null;
        }
Пример #2
0
        private static BuildProjectSetting CreateSettingForce()
        {
            DirectoryInfo directoryInfo = new DirectoryInfo(BUILD_PROJECT_SETTING_PATH);

            if (!directoryInfo.Exists)
            {
                directoryInfo.Create();
            }

            BuildProjectSetting setting = CreateInstance <BuildProjectSetting>();

            AssetDatabase.CreateAsset(setting, BUILD_PROJECT_SETTING_FILE_PATH);

            return(setting);
        }
Пример #3
0
        private static BuildProjectSetting FindBuildProjectSetting()
        {
            BuildProjectSetting result = null;

            // Resources.FindObjectsOfTypeAll查找该类型的所有对象
            // 这个函数可以返回加载的Unity物体的任意类型,包含游戏对象、预制体、材质、网格、纹理等等
            BuildProjectSetting[] buildProjectSettings = Resources.FindObjectsOfTypeAll <BuildProjectSetting>();
            if (buildProjectSettings != null && buildProjectSettings.Length > 0)
            {
                result = buildProjectSettings[0];
            }

            if (!result)
            {
                string assetPath = Path.Combine(BUILD_PROJECT_SETTING_PATH, BUILD_PROJECT_SETTING_NAME + ".asset");
                result = AssetDatabase.LoadAssetAtPath <BuildProjectSetting>(assetPath);
            }

            return(result);
        }