| | |
| | | static string rootPath = Application.dataPath + "/Art/Maps/Scenes";
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| | | static string assetPath = "Assets/Art/Maps/Scenes";
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| | |
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| | | public static void SetCreateRoleLevel(string pattern)
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| | | {
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| | | var root = Application.dataPath + "/Art/Maps/Scenes/Map_CreateRole";
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| | | var from = Application.dataPath + "/Art/Maps/Scenes/Map_CreateRole/" + "CreateRole_" + pattern + ".unity";
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| | | var to = Application.dataPath + "/Art/Maps/Scenes/" + "CreateRole_001.unity";
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| | |
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| | | if (File.Exists(from))
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| | | {
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| | | if (File.Exists(to))
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| | | {
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| | | File.Delete(to);
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| | | }
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| | | File.Copy(from, to);
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| | | }
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| | | }
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| | |
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| | | [MenuItem("程序/设置资源包名/更新Level(All) AssetBundleName")]
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| | | public static void SetAllLevelAssetBundleName()
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| | | {
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| | |
| | | EditorUtility.SetDirty(importer);
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| | | }
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| | |
|
| | | var textures = AssetDatabase.FindAssets("t:Texture2D", new string[] { "Assets/ResourcesOut/Scene/Textures" });
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| | | foreach (var item in textures)
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| | | {
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| | | var importer = AssetImporter.GetAtPath(AssetDatabase.GUIDToAssetPath(item));
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| | | importer.assetBundleName = "maps/textures";
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| | | EditorUtility.SetDirty(importer);
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| | | }
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| | |
|
| | | AssetDatabase.SaveAssets();
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| | | AssetDatabase.Refresh();
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| | | }
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| | |
|
| | | }
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| | |
|
| | | public class UpdateAudioSetting
|