/// <summary> /// 读取配置 /// </summary> void OnRead() { EditorEngineAssetConfig absCfg = new EditorEngineAssetConfig(fileInSide, enEditorApplicationFolder.Game_Editor_Asmdef.GetAttribute <EditorApplicationFolderAttribute>().path, enFileExt.Asset, typeof(EditorAsmdefAsset).FullName); if (!absCfg.Exists()) { absCfg.CreateAsset(); } absCfg.LoadAsset(); assetNode = (EditorAsmdefAsset)absCfg.engineAsset; }
/// <summary> /// 读取配置 /// </summary> public void Read() { EditorEngineAssetConfig absCfg = new EditorEngineAssetConfig(fileInSide, enEditorApplicationFolder.Game_Editor_UIWindow.GetAttribute <EditorApplicationFolderAttribute>().path, enFileExt.Asset, typeof(EditorUIWindowAsset).FullName); if (!absCfg.Exists()) { absCfg.CreateAsset(); } absCfg.LoadAsset(); assetNode = (EditorUIWindowAsset)absCfg.engineAsset; ownerAssembly = EditorStrayFogAssembly.GetType(assetNode.name).Assembly; }