public static void ResetAllCollider() { GameColliderSet colliderSet = new GameColliderSet(); var guids = AssetDatabase.FindAssets("t:GameObject", new string[] { "Assets/ResourceEx/Prefab" }); int count = guids.Length; for (int i = 0; i < count; i++) { EditorUtility.DisplayProgressBar("更新碰撞框数据", "正在更新碰撞框数据(" + i + "/" + count + ")", i / (float)count); string goPath = AssetDatabase.GUIDToAssetPath(guids[i]); GameObject gameObject = AssetDatabase.LoadAssetAtPath <GameObject>(goPath); GameColliderView colliderView = gameObject.GetComponent <GameColliderView>(); if (colliderView != null) { GameColliderItem colliderItem = new GameColliderItem(); colliderItem.path = goPath; FindCollider(gameObject.transform, gameObject.transform, colliderItem); colliderSet.mLstColliderItem.Add(colliderItem); } } NEUtil.SerializerObject(GameColliderCfgSys.GameColliderPath, colliderSet, GameColliderCfgSys.RelateTypes); EditorUtility.ClearProgressBar(); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); }
public static void ResetAllHangPoint() { HangPointSet hangPointSet = new HangPointSet(); var guids = AssetDatabase.FindAssets("t:GameObject", new string[] { "Assets/ResourceEx/Prefab" }); int count = guids.Length; for (int i = 0; i < count; i++) { EditorUtility.DisplayProgressBar("更新挂点数据", "正在更新挂点数据(" + i + "/" + count + ")", i / (float)count); string goPath = AssetDatabase.GUIDToAssetPath(guids[i]); GameObject gameObject = AssetDatabase.LoadAssetAtPath <GameObject>(goPath); HangPointView hangPointView = gameObject.GetComponent <HangPointView>(); if (hangPointView != null) { HangPointItem hangPointItem = new HangPointItem(); hangPointItem.path = goPath; FindHangPoint(gameObject.transform, gameObject.transform, null, null, hangPointItem); hangPointSet.mLstHangPointItem.Add(hangPointItem); } } NEUtil.SerializerObject(HangPointCfgSys.HangPointPath, hangPointSet); EditorUtility.ClearProgressBar(); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); }
private void SaveData() { if (m_cColliderSet == null) { return; } NEUtil.SerializerObject(GameColliderCfgSys.GameColliderPath, m_cColliderSet, GameColliderCfgSys.RelateTypes); }
private void SaveData() { if (m_cHangPointSet == null) { return; } NEUtil.SerializerObject(HangPointCfgSys.HangPointPath, m_cHangPointSet); }