示例#1
0
        public static Object LoadAsset(AssetReferenceEntry target)
        {
#if UNITY_EDITOR
            var pathSplit = target.Path.SplitFromEntryBreak();
            if (pathSplit == null)
            {
                return(null);
            }
            if (pathSplit.Length == 2)
            {
                // }
                // if (target is SubAssetReferenceEntry subAsset) {
                var objs = UnityEditor.AssetDatabase.LoadAllAssetsAtPath(pathSplit[0]);
                if (objs.Length == 1)
                {
                    return(objs[0]);
                }
                for (int i = 0; i < objs.Length; i++)
                {
                    var obj = objs[i];
                    if (obj.name == pathSplit[1])
                    {
                        return(obj);
                    }
                }
            }
            else
            {
                return(UnityEditor.AssetDatabase.LoadAssetAtPath(target.Path, target.Type));
            }
#endif
            return(null);
        }
示例#2
0
        public static void SetPath(AssetReferenceEntry entry)
        {
#if UNITY_EDITOR
            entry.Path = entry.Asset != null?UnityEditor.AssetDatabase.GetAssetPath(entry.Asset) : "";

            if (!string.IsNullOrEmpty(entry.AssetReference.SubObjectName))
            {
                entry.Path += StringConst.MultiEntryBreak + entry.AssetReference.SubObjectName;
            }
            // if (entry is SubAssetReferenceEntry subAsset) {
            //     subAsset.SubAssetName = entry.AssetReference.SubObjectName;
            // }
#endif
        }