68 lines
1.7 KiB
C#
68 lines
1.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.IO;
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using UnityEditor;
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/// <summary>
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/// 管理类(配置文件)
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/// </summary>
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public class BaseConf : ScriptableObject
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{
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public Conf1 conf1 = new Conf1();
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/// <summary>
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/// Assets界面右键添加配置文件
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/// </summary>
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#if UNITY_EDITOR
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[MenuItem("Assets/Create/Baseconf", false, 0)]
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private static void Show()
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{
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Object o = Selection.activeObject;
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if (o)
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{
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string path = AssetDatabase.GetAssetPath(o); //获取路径
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if (!Directory.Exists(path))//判断是否有 AssetDatabase路径
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{
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Directory.CreateDirectory(path);//没有就 创建AssetDatabase路径
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}
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ScriptableObject a = CreateInstance<BaseConf>();//创建一个自身类型的对象
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if (a)//判断创建的对象是否存在
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{
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string str = Unitil.TryGetName<BaseConf>(path);//类名打点调用获取文件名,并传参路径
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AssetDatabase.CreateAsset(a, str);//根据对象(自身类) 及 路径创建
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AssetDatabase.SaveAssets();//保存
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}
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else//否则创建失败
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{
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Debug.LogError(typeof(BaseConf) + " is null");//输出错误语句
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}
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}
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}
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#endif
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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[System.Serializable]
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public class Conf1
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{
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public bool isUse;
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public bool isPicture;
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public string base64;
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public string LensID;
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public string LensName;
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}
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}
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