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, } }