using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using UnityEditor;
///
/// 管理类(配置文件)
///
public class BaseConf : ScriptableObject
{
[Header("摄像机的")]
public Conf1 conf1 = new Conf1();
[Header("可插拔组件的")]
public Conf2 conf2 = new Conf2();
///
/// Assets界面右键添加配置文件
///
#if UNITY_EDITOR
[MenuItem("Assets/Create/Baseconf", false, 0)]
private static void Show()
{
Object o = Selection.activeObject;
if (o)
{
string path = AssetDatabase.GetAssetPath(o); //获取路径
if (!Directory.Exists(path))//判断是否有 AssetDatabase路径
{
Directory.CreateDirectory(path);//没有就 创建AssetDatabase路径
}
ScriptableObject a = CreateInstance();//创建一个自身类型的对象
if (a)//判断创建的对象是否存在
{
string str = Unitil.TryGetName(path);//类名打点调用获取文件名,并传参路径
AssetDatabase.CreateAsset(a, str);//根据对象(自身类) 及 路径创建
AssetDatabase.SaveAssets();//保存
}
else//否则创建失败
{
Debug.LogError(typeof(BaseConf) + " is null");//输出错误语句
}
}
}
#endif
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
[System.Serializable]
public class Conf1
{
public bool isUse;
public bool isPicture;
public string base64;
public string LensID;
public string LensName;
}
[System.Serializable]
public class Conf2
{
public bool isUse;
public Type_device type_Device;
}
[System.Serializable]
public enum Type_device
{
板卡1,
板卡2,
板卡3,
板卡4,
板卡5,
板卡6,
板卡7,
板卡8,
板卡9,
板卡10,
板卡11,
板卡12,
板卡13,
板卡14,
板卡15,
板卡16,
板卡17,
板卡18,
板卡19,
板卡20,
板卡21,
板卡22,
板卡23,
板卡24,
板卡25,
板卡26,
板卡27,
板卡28,
板卡29,
板卡30,
板卡31,
板卡32,
板卡33,
板卡34,
板卡35,
板卡36,
板卡37,
板卡38,
板卡39,
板卡40,
板卡41,
板卡42,
板卡43,
板卡44,
板卡45,
板卡46,
板卡47,
板卡48,
板卡49,
板卡50,
板卡51,
板卡52,
板卡53,
板卡54,
板卡55,
板卡56,
板卡57,
板卡58,
板卡59,
板卡60,
板卡61,
板卡62,
板卡63,
板卡64,
板卡65,
板卡66,
板卡67,
板卡68,
板卡69,
板卡70,
板卡71,
板卡72,
板卡73,
板卡74,
板卡75,
板卡76,
板卡77,
板卡78,
板卡79,
板卡80,
板卡81,
板卡82,
板卡83,
板卡84,
板卡85,
板卡86,
板卡87,
板卡88,
板卡89,
板卡90,
板卡91,
板卡92,
板卡93,
板卡94,
板卡95,
板卡96,
板卡97,
板卡98,
板卡99,
板卡100,
}
}