public AssetBundleBuildSetting GetSetting(string path)
        {
            path = UnityIOUtility.GetAssetsPath(path);
            var setting = BundleDirSettings.Find(s => s.Dir == path);

            return(setting);
        }
示例#2
0
        private static void SetMeshImporterMat(Material mat)
        {
            var mainDir = UnityEditorUtility.GetSelectDir();
            var dirs    = IOUtility.GetAllDir(mainDir);

            if (dirs != null)
            {
                foreach (var dir in dirs)
                {
                    var fullDir = UnityIOUtility.GetFullPath(dir);
                    //Debug.LogError(dir);

                    var fullpaths = Directory.GetFiles(fullDir);
                    foreach (var item in fullpaths)
                    {
                        SetMeshImporterMat(item, mat);
                    }
                }
            }
            //var objs =  AssetDatabase.LoadAllAssetsAtPath(dir);
            //Debug.LogError(objs.Length);
            //foreach (var item in objs)
            //{
            //    Debug.LogError(item.name);
            //}
        }
示例#3
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        /// <summary>
        /// 清理应用的AssetBundle Id。
        /// </summary>
        public static void CleanAllAssetBundleId()
        {
            var assetPaths = new List <string>();

            var databasePaths = IOUtility.GetPathsContainSonDir(
                ProjectInfoDati.GetActualInstance().ProjectAssetDatabaseDir);

            assetPaths.AddRange(databasePaths);

            foreach (var assetPath in assetPaths)
            {
                if (!SelectPath(assetPath))
                {
                    continue;
                }

                var assetsPath = UnityIOUtility.GetAssetsPath(assetPath);
                var importer   = AssetImporter.GetAtPath(assetsPath);
                if (importer == null)
                {
                    continue;
                }

                importer.assetBundleName = null;
            }
            AssetDatabase.RemoveUnusedAssetBundleNames();
            Debug.Log("AssetBundle包Id已清空!");
        }
示例#4
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        /// <summary>
        /// 尝试获取指定目录所在的应用配置。
        /// </summary>
        /// <param name="dir"></param>
        /// <returns></returns>
        public static ProjectInfo TryGetLocProjectInfoAtDir(string dir)
        {
            var fullDir    = UnityIOUtility.GetFullPath(dir);
            var appSetting = ProjectInfoDati.GetActualInstance();
            var appRootDir = appSetting.ProjectRootDir;

            if (fullDir.StartsWith(appRootDir))
            {
                return(appSetting);
            }

            return(null);
        }
            private Dictionary <string, Type> GetAppRxModelTypeDic(string appId)
            {
                if (RxTypeDict.ContainsKey(appId))
                {
                    return(RxTypeDict[appId]);
                }

                var appAsm   = UnityIOUtility.GetUnityAssembly(appId + "Play");
                var typeDic  = ReflectUtility.GetTypeDictionary <IYuLegoUIRxModel>(appAsm);
                var typeDic2 = ReflectUtility.GetTypeDictionary <IYuLegoScrollViewRxModel>(appAsm);

                typeDic.Combin(typeDic2);
                RxTypeDict.Add(appId, typeDic);
                return(typeDic);
            }
示例#6
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        /// <summary>
        /// 设置 Bundle 包名
        /// 设置 AssetId To Bundle 映射信息
        /// </summary>
        /// <param name="dirSetting"></param>
        /// <param name="paths"></param>
        /// <param name="bundleId"></param>
        /// <param name="plusFileName"></param>
        private static void SetAssetBundleId(AssetBundleBuildSetting dirSetting,
                                             List <string> paths, string bundleId = null, bool plusFileName = false)
        {
            var appBundleInfo = currentAssetBundleInfo;

            var bundleIds = new List <string>();

            foreach (var path in paths)
            {
                var assetId = Path.GetFileNameWithoutExtension(path);
                if (string.IsNullOrEmpty(assetId))
                {
                    Debug.LogError($"路径{path}获取文件名失败!");
                    continue;
                }

                var assetLowerId  = assetId.ToLower();
                var finalBundleId = bundleId ?? assetLowerId;
                if (plusFileName)
                {
                    finalBundleId = string.Format("{0}_{1}", finalBundleId, assetLowerId);
                }
                finalBundleId = finalBundleId.ToLower();
                if (!bundleIds.Contains(finalBundleId))
                {
                    bundleIds.Add(finalBundleId);
                }

                appBundleInfo.AddMap(assetLowerId, finalBundleId);
                var assetsPath = UnityIOUtility.GetAssetsPath(path);
                var importer   = AssetImporter.GetAtPath(assetsPath);
                if (importer == null)
                {
                    Debug.LogError($"资源{assetsPath}获取导入器失败!");
                    continue;
                }

                dirSetting.UpdateBundleIds(bundleIds);
                importer.assetBundleName    = finalBundleId;
                importer.assetBundleVariant = ASSETBUNDLE_SHORT_SUFFIX;
            }
        }
        ////private YuU3dAppSetting LocU3DApp => YuU3dAppSettingDati.CurrentActual;

        private void OnEnable()
        {
            var rawImage = GetComponent <YuLegoRawImage>();

            if (rawImage.mainTexture.name != "UnityWhite")
            {
                return;
            }

            var jpgFullPath   = /*LocU3DApp.Helper.OriginRawImageDir + rawImageSrc+*/ ".jpg";
            var jpgAssetsPath = UnityIOUtility.GetAssetsPath(jpgFullPath);
            var texture2D     = AssetDatabaseUtility.LoadAssetAtPath <Texture2D>(jpgAssetsPath);

            if (texture2D == null)
            {
                var pngFullPath   = /*LocU3DApp.Helper.OriginRawImageDir + rawImageSrc + */ ".png";
                var pngAssetsPath = UnityIOUtility.GetAssetsPath(pngFullPath);
                texture2D = AssetDatabaseUtility.LoadAssetAtPath <Texture2D>(pngAssetsPath);
            }

            rawImage.texture = texture2D;
        }
示例#8
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        private static void SetAssetBundleIdAtSizeAssetBundle(AssetBundleBuildSetting dirSetting,
                                                              List <string> paths,
                                                              ProjectAssetsToBundleMapInfo appBundleInfo,
                                                              string bundleId = null)
        {
            var bundleIds = new List <string>();

            foreach (var path in paths)
            {
                var assetId = Path.GetFileNameWithoutExtension(path);
                if (assetId == null)
                {
                    Debug.LogError($"路径{path}获取文件名失败!");
                    continue;
                }

                var assetLowerId  = assetId.ToLower();
                var finalBundleId = bundleId ??
                                    ($"({IOUtility.GetSomeDirPath(dirSetting.Dir, 3).ToLower()}_{assetLowerId}");
                finalBundleId = finalBundleId.ToLower();
                if (bundleIds.Contains(finalBundleId))
                {
                    bundleIds.Add(finalBundleId);
                }

                appBundleInfo.AddMap(assetLowerId, finalBundleId);
                var assetsPath = UnityIOUtility.GetAssetsPath(path);
                var importer   = AssetImporter.GetAtPath(assetsPath);
                if (importer == null)
                {
                    Debug.LogError($"资源{assetsPath}获取导入器失败!");
                    continue;
                }

                dirSetting.UpdateBundleIds(bundleIds);
                importer.assetBundleName    = finalBundleId;
                importer.assetBundleVariant = ASSETBUNDLE_SHORT_SUFFIX;
            }
        }
示例#9
0
 /// <summary>
 /// 获取当前选中资源完整路径
 /// </summary>
 /// <returns></returns>
 public static string GetSelectFileFullPath()
 {
     return(UnityIOUtility.GetFullPath(GetSelectFileAssetsPath()));
 }
示例#10
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        private static void SetMeshImporterMat(string fullPath, Material mat)
        {
            if (fullPath.EndsWith(".meta"))
            {
                return;
            }
            var path = UnityIOUtility.GetAssetsPath(fullPath);

            var obj = AssetDatabase.LoadAssetAtPath <GameObject>(path);

            if (obj == null)
            {
                return;
            }

            var importer = ModelImporter.GetAtPath(AssetDatabase.GetAssetPath(obj)) as ModelImporter;

            if (importer != null)
            {
                var    renders = obj.GetComponentsInChildren <Renderer>();
                string matName = null;
                foreach (var item in renders)
                {
                    foreach (var matItem in item.sharedMaterials)
                    {
                        if (matItem != null)
                        {
                            matName = matItem.name;
                            break;
                        }
                    }
                    if (matName != null)
                    {
                        break;
                    }
                }
                if (matName == null)
                {
                    return;
                }

                importer.importMaterials  = true;
                importer.materialLocation = ModelImporterMaterialLocation.InPrefab;

                importer.SaveAndReimport();

                var map = importer.GetExternalObjectMap();
                List <AssetImporter.SourceAssetIdentifier> list =
                    new List <AssetImporter.SourceAssetIdentifier>();
                foreach (var item in map)
                {
                    //Debug.LogError(item.Key.name + " --- " + item.Key.type);
                    if (item.Key.type == mat.GetType())
                    {
                        list.Add(item.Key);
                    }
                }
                foreach (var item in list)
                {
                    importer.RemoveRemap(item);
                    importer.AddRemap(item, mat);
                }

                foreach (var item in renders)
                {
                    foreach (var matItem in item.sharedMaterials)
                    {
                        if (matItem != null)
                        {
                            matName = matItem.name;
                            importer.AddRemap(new AssetImporter.SourceAssetIdentifier(mat.GetType(), matName), mat);
                        }
                    }
                }

                Debug.Log("完成mesh的Importer Materials操作:" + path);

                importer.SaveAndReimport();
            }
        }