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| | | using UnityEditor;
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| | | using System.IO;
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| | |
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| | | public class UpdateAllSetting
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| | | {
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| | |
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| | | [MenuItem("程序/设置资源包名/更新全部AssetBundleName")]
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| | | public static void SetAllAssetBundleName()
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| | | { |
| | | UpdateSpriteSetting.SetAllSpriteAssetBundleName();
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| | | UpdateUIWindowSetting.SetAllUIWindowAssetBundleName();
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| | | UpdateUIPrefabSetting.SetAllUIPrefabAssetBundleName();
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| | | UpdateEffectPrefabSetting.SetAllEffectPrefabAssetBundleName();
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| | | UpdateMobSetting.SetAllMobAssetBundleName();
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| | | UpdateShaderSetting.SetAllShaderAssetBundleName();
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| | | UpdateScriptableObjectsSetting.SetAllScriptableObjectAssetBundleName();
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| | | UpdateLevelSetting.SetAllLevelAssetBundleName();
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| | | UpdateAudioSetting.SetAllAudioAssetBundleName();
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| | | UpdateVideoSetting.SetAllVideoAssetBundleName();
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| | | UpdateLuaSetting.SetAllLuaAssetBundleName();
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| | | UpdateBuiltInSetting.SetBuiltinAssetBundleName();
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| | | }
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| | | }
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| | |
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| | | public class UpdateSpriteSetting
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| | | {
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| | |
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| | |
| | | // File.Copy(file.FullName, StringUtility.Contact(fsMaterialPath_OutPut, "/", fileName), true);
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| | | //}
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| | |
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| | | var zsMaterialPathOutFiles = new DirectoryInfo(zsMaterialPath_OutPut).GetFiles("*.mat", SearchOption.TopDirectoryOnly);
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| | | foreach (var _file in zsMaterialPathOutFiles)
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| | | {
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| | | var _fileName = Path.GetFileName(_file.FullName);
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| | | var _importerPath = assetPath + "/A_Zs/Materials/" + _file.Name;
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| | | var _importer = AssetImporter.GetAtPath(_importerPath);
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| | | if (_file.Name.StartsWith("A_Zs_Sz"))
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| | | {
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| | | string _abName = Path.GetFileNameWithoutExtension(_file.Name).Replace("_Dm", "");
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| | | _importer.assetBundleName = "mob/prefab_race_" + _abName;
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| | | }
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| | | else
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| | | {
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| | | string _abName = Path.GetFileNameWithoutExtension(_file.Name).Replace("_02", "").Replace("_Dm", "").Replace("_Dm_02", "");
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| | | _importer.assetBundleName = "mob/prefab_race_" + _abName;
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| | | }
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| | | EditorUtility.SetDirty(_importer);
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| | | }
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| | |
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| | | var fsMaterialPathOutFiles = new DirectoryInfo(fsMaterialPath_OutPut).GetFiles("*.mat", SearchOption.TopDirectoryOnly);
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| | | foreach (var _file in fsMaterialPathOutFiles)
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| | | {
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| | | var _fileName = Path.GetFileName(_file.FullName);
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| | | var _importerPath = assetPath + "/A_Fs/Materials/" + _file.Name;
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| | | var _importer = AssetImporter.GetAtPath(_importerPath);
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| | | if (_file.Name.StartsWith("A_Fs_Sz"))
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| | | {
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| | | string _abName = Path.GetFileNameWithoutExtension(_file.Name).Replace("_Dm", "");
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| | | _importer.assetBundleName = "mob/prefab_race_" + _abName;
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| | | }
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| | | else
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| | | {
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| | | string _abName = Path.GetFileNameWithoutExtension(_file.Name).Replace("_02", "").Replace("_Dm", "").Replace("_Dm_02", "");
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| | | _importer.assetBundleName = "mob/prefab_race_" + _abName;
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| | | }
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| | | EditorUtility.SetDirty(_importer);
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| | | }
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| | |
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| | | AssetDatabase.SaveAssets();
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| | | AssetDatabase.Refresh();
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| | |
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| | |
| | | static string assetPath = "Assets/ResourcesOut/BuiltIn/";
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| | |
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| | | [MenuItem("程序/设置资源包名/更新BuiltIn(All) AssetBundleName")]
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| | | public static void SetAllLuaAssetBundleName()
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| | | public static void SetBuiltinAssetBundleName()
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| | | {
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| | | var allFiles = new List<FileInfo>();
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| | | FileExtersion.GetAllDirectoryFileInfos(rootPath, allFiles);
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