| | |
| | | static string rootPath = Application.dataPath + "/ResourcesOut/UI/Sprite";
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| | | static string spriteRelativePath = "Assets/ResourcesOut/UI/Sprite";
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| | |
|
| | | public static void SetRechargeSkin(int pattern)
|
| | | {
|
| | | var toDirectory = Application.dataPath + "/ResourcesOut/UI/Sprite/Recharge";
|
| | | var oldFiles = new DirectoryInfo(toDirectory).GetFiles("*.png", SearchOption.AllDirectories);
|
| | | foreach (var item in oldFiles)
|
| | | {
|
| | | File.Delete(item.FullName);
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| | | }
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| | |
|
| | | var fromDirectory = Application.dataPath + "/Editor/RechargeSprites/Pattern_" + pattern;
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| | | FileExtersion.DirectoryCopy(fromDirectory, toDirectory);
|
| | | }
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| | |
|
| | | [MenuItem("程序/设置资源包名/更新Sprite(All) AssetBundleName")]
|
| | | public static void SetAllSpriteAssetBundleName()
|
| | | {
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| | |
| | | static string rootPath = Application.dataPath + "/Art/Maps/Scenes";
|
| | | static string assetPath = "Assets/Art/Maps/Scenes";
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| | |
|
| | | public static void SetCreateRoleLevel(string pattern)
|
| | | {
|
| | | var root = Application.dataPath + "/Art/Maps/Scenes/Map_CreateRole";
|
| | | var from = Application.dataPath + "/Art/Maps/Scenes/Map_CreateRole/" + "CreateRole_" + pattern + ".unity";
|
| | | var to = Application.dataPath + "/Art/Maps/Scenes/" + "CreateRole_001.unity";
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| | |
|
| | | if (File.Exists(from))
|
| | | {
|
| | | if (File.Exists(to))
|
| | | {
|
| | | File.Delete(to);
|
| | | }
|
| | | File.Copy(from, to);
|
| | | }
|
| | | }
|
| | |
|
| | | [MenuItem("程序/设置资源包名/更新Level(All) AssetBundleName")]
|
| | | public static void SetAllLevelAssetBundleName()
|
| | | {
|
| | |
| | | EditorUtility.SetDirty(importer);
|
| | | }
|
| | |
|
| | | var textures = AssetDatabase.FindAssets("t:Texture2D", new string[] { "Assets/ResourcesOut/Scene/Textures" });
|
| | | foreach (var item in textures)
|
| | | {
|
| | | var importer = AssetImporter.GetAtPath(AssetDatabase.GUIDToAssetPath(item));
|
| | | importer.assetBundleName = "maps/textures";
|
| | | EditorUtility.SetDirty(importer);
|
| | | }
|
| | |
|
| | | AssetDatabase.SaveAssets();
|
| | | AssetDatabase.Refresh();
|
| | | }
|
| | |
|
| | | }
|
| | |
|
| | | public class UpdateAudioSetting
|