示例#1
0
 /// <summary>
 /// Checks to see if the asset exists or not, if it doesn't create it
 /// </summary>
 public static void FirstSave()
 {
     if (!File.Exists("Assets/" + PrefabDatabase.FullAssetPathNameWithExt))
     {
         ScriptableObjectUtility.CreateAssetAtPath(PrefabDatabase.pathToAsset, PrefabDatabase.assetName, PrefabDatabase.Instance);
     }
 }
    private static void OnTypeSelectedEvent(Type type)
    {
        if (type == null)
            throw new ArgumentNullException("type");

        string path = ScriptableObjectUtility.GetSelectionAssetPath(type.Name);

        if (path == null)
            throw new ArgumentNullException("path");

        ScriptableObject asset = ScriptableObjectUtility.CreateAssetAtPath(type, path, "New " + type.Name);
        EditorUtility.FocusProjectWindow();
        EditorUtility.SetDirty(asset);
        Selection.activeObject = asset;

        window.Close();
    }
示例#3
0
    void OnWizardCreate()
    {
        string[] dirs = Directory.GetDirectories(texturePath);

        SheetList sl = ScriptableObjectUtility.CreateAssetAtPath <SheetList>("Songs", listDestination);

        SheetObject[] sheetArray = new SheetObject[dirs.Length];

        for (int i = 0; i < dirs.Length; i++)
        {
            string name = new DirectoryInfo(dirs[i]).Name;
            Debug.Log("name = " + name);
            SheetObject so = ScriptableObjectUtility.CreateAssetAtPath <SheetObject> (name, objDestination);
            so.persistentBorderLayerPath  = name + ".border";
            so.persistentFrontOutlinePath = name + ".outline";
            sheetArray[i] = so;
            EditorUtility.SetDirty(so);
        }
        sl.sheetList = sheetArray;
        EditorUtility.SetDirty(sl);
        AssetDatabase.SaveAssets();
    }
示例#4
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 public void CreateBuffData()
 {
     InspectObject(ScriptableObjectUtility.CreateAssetAtPath <BuffData>("Assets/Resources/BuffsData"));
 }
示例#5
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 public void CreateItemsData()
 {
     InspectObject(ScriptableObjectUtility.CreateAssetAtPath <ItemData>("Assets/Resources/ItemsData"));
 }
示例#6
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 public void CreateMiniGameData()
 {
     InspectObject(ScriptableObjectUtility.CreateAssetAtPath <MiniGameData>("Assets/Resources/MiniGameData"));
 }
示例#7
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 public void CreateSaveState()
 {
     InspectObject(ScriptableObjectUtility.CreateAssetAtPath <GameStateData>("Assets/Resources/SaveState"));
 }
示例#8
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 public void CreateEntityData()
 {
     InspectObject(ScriptableObjectUtility.CreateAssetAtPath <EntityData>("Assets/Resources/EntityData"));
 }
示例#9
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 public static void CreateAssetAtPath(string path)
 {
     ScriptableObjectUtility.CreateAssetAtPath(path, RuntimeSettings.assetName, RuntimeSettings.Instance);
 }
示例#10
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 public static void CreateAssetAtPath()
 {
     ScriptableObjectUtility.CreateAssetAtPath(AssetDatabase.GetAssetPath(RuntimeSettings.Instance), RuntimeSettings.assetName, RuntimeSettings.Instance);
 }