static void MenuBuildTextEditor() { SetBuilderRunningTimeSettings(TSysRunningType.enEditor); bool bRet = BuildTextEditor(); GameEditorUtil.ShowMessageBox(bRet ? "成功" : "失败"); }
static void MenuBuildObjectAsset() { SetBuilderRunningTimeSettings(TSysRunningType.enRelease); bool bRet = BuildObjectAsset(); GameEditorUtil.ShowMessageBox(bRet ? "成功" : "失败"); }
/// <summary> /// 创建空的BuildAll文件 /// </summary> static void CreateEmptyEditorConfigTree() { PBData_ResourceConfigTree pbData = new PBData_ResourceConfigTree(); pbData.config_list = new global::System.Collections.Generic.List <PBData_ResourceConfigInfo>(); string strFilePath = PackageSetting.sEditorConfigTreeName; if (File.Exists(strFilePath) == true) { GameEditorUtil.ShowMessageBox(" config_tree.xml文件已经存在,继续生成会覆盖原文件,要继续吗? ", "警告", () => { GameUtil.SaveToXmlFile(pbData, strFilePath); GameEditorUtil.ShowMessageBox("生成成功"); }); return; } GameUtil.SaveToXmlFile(pbData, strFilePath); GameEditorUtil.ShowMessageBox("生成成功"); }