| | |
| | | [MenuItem("程序/设置资源包名/更新Sprite(All) AssetBundleName")]
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| | | public static void SetAllSpriteAssetBundleName()
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| | | {
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| | | var allFiles = new DirectoryInfo(rootPath).GetFiles("*.png", SearchOption.AllDirectories);
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| | | //改成设置atlas的assetBundleName
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| | | var allFiles = new DirectoryInfo(rootPath).GetFiles("*.spriteatlasv2", SearchOption.AllDirectories);
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| | |
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| | | foreach (var file in allFiles)
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| | | {
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| | | var importerPath = spriteRelativePath + Path.DirectorySeparatorChar + file.Name;
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| | | var importer = AssetImporter.GetAtPath(importerPath);
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| | | importer.assetBundleName = "ui/sprite/" + file.Name.Split(".")[0].ToLower();
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| | | // EditorUtility.SetDirty(importer);
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| | | }
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| | |
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| | | allFiles = new DirectoryInfo(rootPath).GetFiles("*.png", SearchOption.AllDirectories);
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| | |
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| | | foreach (var file in allFiles)
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| | | {
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| | |
| | | importer.assetBundleName = "ui/sprite/" + pathStringArray[pathStringArray.Length - 1].ToLower();
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| | | // EditorUtility.SetDirty(importer);
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| | | }
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| | |
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| | |
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| | | DebugEx.Log("Sprite资源包名更新完成!");
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| | | // AssetDatabase.SaveAssets();
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| | | // AssetDatabase.Refresh();
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| | |
| | | }
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| | | exportMaps?.Clear();
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| | | exportMaps = null;
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| | | DebugEx.Log("Level资源包名更新完成!");
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| | | DebugEx.Log("map资源包名更新完成!");
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| | | // AssetDatabase.SaveAssets();
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| | | // AssetDatabase.Refresh();
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| | | }
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| | |
| | | {
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| | | continue;
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| | | }
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| | |
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| | | var directoryName = file.DirectoryName.Replace("\\", "/");
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| | | var relativeDirectory = directoryName.Replace(amendRootPath, "");
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| | |
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