protected static void SafeOpenJsonFile <T>(string path, T data) where T : class { FileUtil.UpdateFile(path, data); FileUtil.OpenFile(path); }
void Present_Build() { EditorGUILayout.BeginVertical(VerticalStyle); if (LocalConfig.FoldDLC = EditorGUILayout.Foldout(LocalConfig.FoldDLC, "构建", true)) { EditorGUILayout.BeginVertical(); foreach (var item in DLCConfig.EditorAll) { EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField(item.Name, GUILayout.MaxWidth(100)); if (DLCConfig.IsSimulationEditor) { if (GUILayout.Button("Build Config")) { Builder.BuildDLCConfig(item); AssetDatabase.Refresh(); } if (GUILayout.Button("Build Bundle")) { Builder.BuildBundle(item); EditorUtility.DisplayDialog("提示!", "恭喜! 已经打包完成!!", "确定"); } } else { EditorGUILayout.LabelField("请勾选编辑器模式"); } EditorGUILayout.EndHorizontal(); } EditorGUILayout.EndVertical(); EditorGUILayout.BeginVertical(); if (GUILayout.Button("RrfreshDLC")) { DLCConfig.RefreshDLC(); } if (GUILayout.Button("RecreateDLC")) { DLCConfig.RecreateDLC(); DLCConfig.RefreshDLC(); } if (DLCConfig.IsSimulationEditor) { if (GUILayout.Button("One click build")) { if (CheckEorr()) { return; } if (!CheckDevBuildWarring()) { return; } if (!CheckAuthority()) { return; } RefreshData(); foreach (var item in DLCConfig.EditorAll) { Builder.BuildBundle(item); } Builder.BuildEXE(); EditorUtility.DisplayDialog("提示!", "恭喜! 已经打包完成!!", "确定"); EditorApplication.Beep(); } } EditorGUILayout.EndVertical(); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("Build")) { if (CheckEorr()) { return; } if (!CheckDevBuildWarring()) { return; } if (!CheckAuthority()) { return; } RefreshData(); Builder.BuildEXE(); EditorUtility.DisplayDialog("提示!", "恭喜! 已经打包完成!!", "确定"); } if (GUILayout.Button("Run game")) { FileUtil.OpenFile(BuildConfig.ExePath); CLog.Info("Run:{0}", BuildConfig.ExePath); } EditorGUILayout.EndHorizontal(); } EditorGUILayout.EndVertical(); }