示例#1
0
    private static void ApplyResConfig()
    {
        int sum = 1;
        int id  = 0;

        EditorApplication.update = delegate()
        {
            bool isCancle = false;

            isCancle = EditorUtility.DisplayCancelableProgressBar("执行中...", "准备开始应用配置...", (float)id / sum);
            if (isCancle || id >= sum)
            {
                EditorUtility.ClearProgressBar();
                EditorApplication.update = null;
                return;
            }
            //加载json文件
            Object[] textures = GetSelectedTextures();
            sum = textures.Length;
            foreach (Texture2D texture in textures)
            {
                isCancle = EditorUtility.DisplayCancelableProgressBar("执行中...", "应用图片配置...", (float)id / sum);
                if (isCancle || id >= sum)
                {
                    EditorUtility.ClearProgressBar();
                    EditorApplication.update = null;
                    return;
                }
                string  path    = AssetDatabase.GetAssetPath(texture);
                ResItem resItem = ResData.FetchItem(path);
                if (resItem == null)
                {
                    Debug.LogError(path + "is not config data..");
                    continue;
                }
                TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;

                TextureImporterSettings tis = new TextureImporterSettings();
#if UNITY_EDITOR_WIN
                TextureImporterPlatformSettings textureImporterSettings = textureImporter.GetPlatformTextureSettings("Android");
#elif UNITY_EDITOR_OSX
                TextureImporterPlatformSettings textureImporterSettings = textureImporter.GetPlatformTextureSettings("iOS");
#endif
                textureImporterSettings.overridden = true;
                textureImporter.ReadTextureSettings(tis);
                tis.textureType   = (TextureImporterType)resItem.textureType;
                tis.readable      = resItem.readEnable == 1 ? true: false;
                tis.mipmapEnabled = resItem.gengrateMipMaps == 1 ? true : false;
                textureImporterSettings.maxTextureSize = int.Parse(resItem.maxSize);
                textureImporterSettings.format         = (TextureImporterFormat)resItem.format;
                textureImporter.SetPlatformTextureSettings(textureImporterSettings);
                textureImporter.SetTextureSettings(tis);
                AssetDatabase.ImportAsset(path);

                id++;
            }
            //添加声音的配置
            Object[] audioclips = GetSelecetedSound();
            sum += audioclips.Length;

            foreach (AudioClip audioclip in audioclips)
            {
                isCancle = EditorUtility.DisplayCancelableProgressBar("执行中...", "应用声音配置...", (float)id / sum);
                if (isCancle || id >= sum)
                {
                    EditorUtility.ClearProgressBar();
                    EditorApplication.update = null;
                    return;
                }
                string        path          = AssetDatabase.GetAssetPath(audioclip);
                AudioImporter audioImporter = AssetImporter.GetAtPath(path) as AudioImporter;
                ResItem       resItem       = ResData.FetchItem(path);
                AudioImporterSampleSettings audioImporterSampleSettings = new AudioImporterSampleSettings();
                audioImporterSampleSettings.loadType          = (AudioClipLoadType)resItem.loadtype;
                audioImporterSampleSettings.compressionFormat = (AudioCompressionFormat)resItem.compressionFormat;
                audioImporterSampleSettings.quality           = float.Parse(resItem.quality);
                audioImporterSampleSettings.sampleRateSetting = (AudioSampleRateSetting)resItem.sampleRateSet;
#if UNITY_EDITOR_WIN
                audioImporter.SetOverrideSampleSettings("Android", audioImporterSampleSettings);
#elif UNITY_EDITOR_OSX
                audioImporter.SetOverrideSampleSettings("iOS", audioImporterSampleSettings);
#endif
                AssetDatabase.ImportAsset(path);
                id++;
            }
            if (isCancle || id >= sum)
            {
                EditorUtility.ClearProgressBar();
                EditorApplication.update = null;
            }
        };
    }