示例#1
0
        /// <summary>
        /// 检查路径输入(Assets文件夹内)
        /// </summary>
        /// <param name="path">输入</param>
        /// <param name="fileType">文件类型</param>
        /// <param name="createPath">如无则创建目录</param>
        /// <param name="OutputPath">输出路径</param>
        /// <param name="OutputFileName">输出文件名</param>
        /// <returns>输出</returns>
        public static string CheckPathInAssets(string path, string fileType, bool createPath, out string OutputPath, out string OutputFileName)
        {
            string OutputFullName = "";

            OutputPath     = "";
            OutputFileName = "";

            List <string> tempString = ValueAdjust.SplitPath(path).ToList();

            if (tempString[0] != "Assets")
            {
                tempString.Insert(0, "Assets");
            }

            for (int i = 0; i < tempString.Count; i++)
            {
                if (i >= tempString.Count - 1)
                {
                    OutputFileName = tempString[i];
                    if (tempString[tempString.Count - 1].LastIndexOf("." + fileType, StringComparison.OrdinalIgnoreCase) < 0)
                    {
                        OutputFileName += "." + fileType;
                    }
                    break;
                }
                else
                {
                    OutputPath += tempString[i] + "/";
                }
            }
            OutputFullName = OutputPath + OutputFileName;
            //Debug.Log(OutputFullName);

            if (!Directory.Exists(OutputPath) && createPath)
            {
                Directory.CreateDirectory(OutputPath);
            }

            return(OutputFullName);
        }
示例#2
0
        public void Save()
        {
#if UNITY_EDITOR
            Mesh mesh = null;
            if (this.GetComponent <SkinnedMeshRenderer>())
            {
                mesh = new Mesh();
                this.GetComponent <SkinnedMeshRenderer>().BakeMesh(mesh);
            }
            else if (this.GetComponent <MeshFilter>())
            {
                mesh = this.GetComponent <MeshFilter>().mesh;
            }
            if (mesh == null)
            {
                Debug.LogError("找不到网格体");
                return;
            }
            string OutputFullName = "";
            string OutputPath     = "";
            string OutputFileName = "";

            List <string> tempString = ValueAdjust.SplitPath(fileName).ToList();
            if (tempString[0] != "Assets")
            {
                tempString.Insert(0, "Assets");
            }

            for (int i = 0; i < tempString.Count; i++)
            {
                if (i >= tempString.Count - 1)
                {
                    if (fileName[fileName.Length - 1] == '/' || fileName[fileName.Length - 1] == '\\')
                    {
                        OutputPath    += tempString[i] + "/";
                        OutputFileName = name;
                    }
                    else
                    {
                        OutputFileName = tempString[i];
                    }
                    if (tempString[tempString.Count - 1].LastIndexOf(".asset", StringComparison.OrdinalIgnoreCase) < 0)
                    {
                        OutputFileName += ".asset";
                    }
                    break;
                }
                else
                {
                    OutputPath += tempString[i] + "/";
                }
            }
            if (!Directory.Exists(OutputPath))
            {
                Directory.CreateDirectory(OutputPath);
            }
            OutputFullName = OutputPath + OutputFileName;
            Debug.Log(OutputFullName);
            AssetDatabase.CreateAsset(mesh, OutputFullName);
#endif
        }