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  • unity编辑器部分API使用

    拼接路径:        string destination = Path.Combine(Application.dataPath, AssetBundleConfig.AssetsFolderName);

    获取路径下文件:        string[] files = Directory.GetFiles(dirPath);

    获取路径下目录:        string[] dirs = Directory.GetDirectories(dirPath);

    设置文件的属性:            File.SetAttributes(file, FileAttributes.Normal);

    拷贝文件:        FileUtil.CopyFileOrDirectoryFollowSymlinks(source, destination);

    查找文件路径集合:       Directory.GetFiles(path, "*.*", SearchOption.AllDirectories)

                    .Where(f => !extensions.Contains(GetFileExtension(f))).ToArray();

    文件移动:  File.SetAttributes(sourceFileName, FileAttributes.Normal);

                File.Move(sourceFileName, destFileName);

                File.Copy(sourceFiles[j], destination + "/" +Path.GetFileName(sourceFiles[j]),true);

    查找资源:

    var guids = AssetDatabase.FindAssets("t:AssetBundleDispatcherConfig", new string[]

     {      

    AssetBundleInspectorUtils.DatabaseRoot });

            var length = guids.Length;

            var count = 0;

            foreach (var guid in guids)

            {

                count++;

                var assetPath = AssetDatabase.GUIDToAssetPath(guid);

                var config = AssetDatabase.LoadAssetAtPath<AssetBundleDispatcherConfig>(assetPath);

                config.Load();

                EditorUtility.DisplayProgressBar("Run checker :", config.PackagePath, (float)count / length);

                AssetBundleDispatcher.Run(config);

            }

            AssetDatabase.Refresh();

    创建assets 资源:

                 var instance = CreateInstance<AssetBundleDispatcherConfig>();

                 AssetDatabase.CreateAsset(instance, databaseAssetPath);

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  • 原文地址:https://www.cnblogs.com/DOGame/p/12303538.html
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