少年修仙传客户端基础资源
client_Wu Xijin
2019-02-18 776a30f8914b482646c21655cb16efd089cf5b99
3335 整理ui资源。
1个文件已修改
48 ■■■■ 已修改文件
Assets/Editor/Tool/UpdateAssetBundleName.cs 48 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Tool/UpdateAssetBundleName.cs
@@ -82,25 +82,63 @@
public class UpdateUIPrefabSetting
{
    static string rootPath = Application.dataPath + "/ResourcesOut/UI/Prefab";
    static string assetRelativePath = "Assets/ResourcesOut/UI/Prefab";
    static string prefabRootPath = Application.dataPath + "/ResourcesOut/UI/Prefab";
    static string prefabAssetRelativePath = "Assets/ResourcesOut/UI/Prefab";
    static string bossShowRootPath = Application.dataPath + "/ResourcesOut/UI/BossShow";
    static string bossShowAssetRelativePath = "Assets/ResourcesOut/UI/BossShow";
    static string godWeaponRootPath = Application.dataPath + "/ResourcesOut/UI/GodWeapon";
    static string godWeaponAssetRelativePath = "Assets/ResourcesOut/UI/GodWeapon";
    static string treasureRootPath = Application.dataPath + "/ResourcesOut/UI/Treasure";
    static string treasureAssetRelativePath = "Assets/ResourcesOut/UI/Treasure";
    [MenuItem("程序/设置资源包名/更新Prefab(All) AssetBundleName")]
    public static void SetAllUIPrefabAssetBundleName()
    {
        var allFiles = new DirectoryInfo(rootPath).GetFiles("*.prefab", SearchOption.TopDirectoryOnly);
        var allFiles = new DirectoryInfo(prefabRootPath).GetFiles("*.prefab", SearchOption.TopDirectoryOnly);
        foreach (var file in allFiles)
        {
            var importerPath = assetRelativePath + Path.DirectorySeparatorChar + file.Name;
            var importerPath = prefabAssetRelativePath + Path.DirectorySeparatorChar + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "ui/prefab";
            EditorUtility.SetDirty(importer);
        }
        allFiles = new DirectoryInfo(bossShowRootPath).GetFiles("*.prefab", SearchOption.TopDirectoryOnly);
        foreach (var file in allFiles)
        {
            var importerPath = bossShowAssetRelativePath + Path.DirectorySeparatorChar + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "ui/bossshow";
            EditorUtility.SetDirty(importer);
        }
        allFiles = new DirectoryInfo(godWeaponRootPath).GetFiles("*.prefab", SearchOption.TopDirectoryOnly);
        foreach (var file in allFiles)
        {
            var importerPath = godWeaponAssetRelativePath + Path.DirectorySeparatorChar + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "ui/godweapon";
            EditorUtility.SetDirty(importer);
        }
        allFiles = new DirectoryInfo(treasureRootPath).GetFiles("*.prefab", SearchOption.AllDirectories);
        foreach (var file in allFiles)
        {
            var pathStringArray = file.DirectoryName.Split(Path.DirectorySeparatorChar);
            var importerPath = treasureAssetRelativePath + Path.DirectorySeparatorChar + pathStringArray[pathStringArray.Length - 1] + Path.DirectorySeparatorChar + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "ui/treasure/" + pathStringArray[pathStringArray.Length - 1].ToLower();
            EditorUtility.SetDirty(importer);
        }
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
    }
}
public class UpdateEffectPrefabSetting