112 lines
2.7 KiB
C#
112 lines
2.7 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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using UnityEngine.UI;
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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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[Header("种类配置")]
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/// <summary>
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/// 种类
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/// </summary>
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[Tooltip("种类")]
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public string kind;
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/// <summary>
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/// 二级菜单数量
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/// </summary>
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[Tooltip("二级菜单数量")]
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public int menuitem_num;
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/// <summary>
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/// 二级菜单图片
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/// </summary>
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[Tooltip("二级菜单图片")]
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public List<Sprite> menuitem_img;
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/// <summary>
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/// 二级菜单对应物品配置文件
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/// </summary>
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[Tooltip("二级菜单对应物品配置文件")]
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public List<BaseConf> Bases;
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[Header("药材配置")]
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[Tooltip("展示图片 0_切片 1_活株")]
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/// <summary>
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/// 展示图片 0_切片 1_活株
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/// </summary>
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public List<Sprite> go_img;
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/// <summary>
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/// 模型
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/// </summary>
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[Tooltip("模型")]
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public GameObject go;
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/// <summary>
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/// 药材名
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/// </summary>
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[Tooltip("药材名")]
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public string name_CN;
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/// <summary>
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/// 拉丁名
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/// </summary>
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[Tooltip("拉丁名")]
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public string name_LT;
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/// <summary>
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/// 简介
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/// </summary>
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[Tooltip("简介")]
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public string synopsis;
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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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}
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