private void OnEnable()
            {
                unityPluginConfig       = DirectoryUtil.CreateScriptableObject <UnityPluginConfig>("preset/plugins-script", false);
                unityPluginConfigEditor = Editor.CreateEditor(unityPluginConfig) as UnityPluginConfigEditor;

                projectScriptExportConfig       = DirectoryUtil.CreateScriptableObject <ProjectExportConfig>("preset/project-script", false);
                projectScriptExportConfigEditor = Editor.CreateEditor(projectScriptExportConfig) as ProjectExportConfigEditor;

                // scenes
                hierarchyExportConfig       = DirectoryUtil.CreateScriptableObject <HierarchyExportConfig>("quickexport/hierarchy", false);
                hierarchyExportConfigEditor = Editor.CreateEditor(hierarchyExportConfig) as HierarchyExportConfigEditor;
                sceneExportConfig           = DirectoryUtil.CreateScriptableObject <ExportSceneList>("quickexport/scenes", false);
                sceneExportEditor           = Editor.CreateEditor(sceneExportConfig) as ExportSceneListEditor;

                directoryExportConfig = DirectoryUtil.CreateScriptableObject <ExportDirectoryList>("quickexport/directories", false);
                directoryExportEditor = Editor.CreateEditor(directoryExportConfig) as ExportDirectoryListEditor;

                globalConfig       = DirectoryUtil.CreateScriptableObject <GlobalConfig>("bridge/entry/GlobalConfig", false);
                globalConfigEditor = Editor.CreateEditor(globalConfig) as GlobalConfigEditor;

                rawResourceExportConfig       = DirectoryUtil.CreateScriptableObject <RawResourceExportConfig>("quickexport/rawres", false);
                rawResourceExportConfigEditor = Editor.CreateEditor(rawResourceExportConfig) as RawResourceExportConfigEditor;

                BeefBall.DoInstallationCheck();

                ConfigManager.Init();
            }
Пример #2
0
 static void RegisterDelegates()
 {
     BeefBall.RegisterPresetCompleteEvent(() => {
         WXMonoBehaviourExportHelper.exportedResourcesSet.Clear();
         isNGUIPreset = false;
         isUGUIPreset = false;
     });
 }
Пример #3
0
        private void handleClickedOnGUI(
            bool createProjectButtonClicked,
            bool choosePathButtonClicked,
            bool openTargetButtonClicked,
            bool resetButtonClicked,
            bool exportButtonClicked
            )
        {
            if (createProjectButtonClicked)
            {
                string createPath = EditorUtility.SaveFolderPanel("选择创建目录", "WXExport", ""); // + "/";
                if (createPath != "")
                {
                    ProjectCreator.createQuickStartProject(createPath);
                    string unityPath = Path.Combine(createPath, "assets/unity");
                    ExportStore.storagePath = unityPath[unityPath.Length - 1] == '/' ? unityPath : unityPath + "/";
                }
            }
            if (choosePathButtonClicked)
            {
                // 弹出选目录窗口
                string savePath = EditorUtility.SaveFolderPanel("选择你的资源导出目录", "WXExport", ""); // + "/";
                if (savePath != "")
                {
                    ExportStore.storagePath = savePath[savePath.Length - 1] == '/' ? savePath : savePath + "/";
                }
            }
            if (openTargetButtonClicked)
            {
                UnityUtil.ShowInExplorer(ExportStore.storagePath);
            }
            if (resetButtonClicked)
            {
                ExportStore.storagePath = "";
            }
            if (exportButtonClicked)
            {
                // targetPlatform不对的提示
                if (
                    EditorUserBuildSettings.activeBuildTarget != BuildTarget.iOS &&
                    EditorUserBuildSettings.activeBuildTarget != BuildTarget.Android
                    )
                {
                    EditorUtility.DisplayDialog("提示", "检测到您目前Unity项目的BuildTarget并非iOS和Android,导出产物所还原的效果可能不一致", "好的");
                }

                try
                {
                    currentPreset.Export();
                }
                catch (Exception e)
                {
                    Debug.LogError(e);
                    EditorUtility.ClearProgressBar();
                }
                BeefBall.OnPresetComplete();
            }
        }
Пример #4
0
 private void OnEnable()
 {
     BeefBall.DoInstallationCheck();
 }