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 { public Conf1 conf1 = new Conf1(); /// /// 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; } }