示例#1
0
    static void MenuBuildTextEditor()
    {
        SetBuilderRunningTimeSettings(TSysRunningType.enEditor);
        bool bRet = BuildTextEditor();

        GameEditorUtil.ShowMessageBox(bRet ? "成功" : "失败");
    }
示例#2
0
    static void MenuBuildObjectAsset()
    {
        SetBuilderRunningTimeSettings(TSysRunningType.enRelease);
        bool bRet = BuildObjectAsset();

        GameEditorUtil.ShowMessageBox(bRet ? "成功" : "失败");
    }
示例#3
0
    /// <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");
    }