Get获取信息写入配置表,整合资源
作者:互联网
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.IO;
using System.Text;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEngine;
using LitJson;
using UnityEngine.UI;
using ZHCTOOLS;
/// <summary>
/// 添加自动step主脚本的依赖信息
/// </summary>
public class ZHCTools : EditorWindow
{
#region 写入配置信息
[MenuItem("ZHCTools/Tools")]
public static void ConfigDialog()
{
GetWindow(typeof(ZHCTools));
}
public GameObject go;
void OnGUI()
{
if (GUILayout.Button("写入配置信息"))
{
GetName();
}
}
public bool CreatPrefab()
{
Transform[] selectionObj = Selection.transforms;
List<string> PrefbaFilePath = new List<string>();
PrefbaFilePath.Clear();
Debug.Log(selectionObj.Length);
if (selectionObj.Length == 0)
{
Debug.Log("没有生成预制体因为你没有选中");
return false;
}
for (int i = 0; i < selectionObj.Length; i++)
{
string path = "Assets/实验升级文件/资源文件/" + selectionObj[i].name + ".prefab" + "";
PrefabUtility.CreatePrefab(path, selectionObj[i].gameObject);
PrefbaFilePath.Add(path);
Debug.Log(path);
}
ResCopy(PrefbaFilePath);
return true;
}
void ResCopy(List<string> prefabpath)
{
string[] path = new string[0];
List<string> prefabName = new List<string>();
for (int i = 0; i < prefabpath.Count; i++)
{
path = AssetDatabase.GetDependencies(prefabpath[i]);
Debug.Log(path);
}
for (int j = 0; j < path.Length; j++)
{
string[] TempName = path[j].Split('/');
string objname = TempName[TempName.Length - 1];
for (int i = 0; i < zhcCofigScript.suffix.Count; i++)
{
if (objname.Contains(zhcCofigScript.suffix[i]))
{
if (!objname.Contains(".cs") && !objname.Contains(".txt") && !objname.Contains(".dll"))
{
AssetDatabase.CopyAsset(path[j],
"Assets/实验升级文件/资源文件/依赖文件/" + zhcCofigScript.suffix[i] + "/" + objname);
EditorUtility.DisplayProgressBar("正在努力的生成中", "数据生成中。。。" + objname,
(float) j / path.Length);
}
}
}
}
}
[MenuItem("ZHCTools/test")]
static void ss()
{
string[] str = AssetDatabase.GetDependencies("Assets/Sctipts/core/StepMethodControl/StepOparationMethod.cs");
for (int i = 0; i < str.Length; i++)
{
Debug.Log(str[i]);
}
}
private ZHCCofigScript zhcCofigScript;
public void GetName()
{
Debug.Log(File.Exists(Application.dataPath + "/ZHCTOOLS/"));
if (File.Exists(Application.dataPath + "/ZHCTOOLS/MainConfig.asset"))
{
zhcCofigScript = AssetDatabase.LoadAssetAtPath<ZHCCofigScript>("Assets/ZHCTOOLS/MainConfig.asset");
if (zhcCofigScript.suffix.Count == 0)
{
zhcCofigScript.suffix.Add("png");
zhcCofigScript.suffix.Add("jpg");
zhcCofigScript.suffix.Add("prefab");
zhcCofigScript.suffix.Add("fbx");
zhcCofigScript.suffix.Add("shader");
zhcCofigScript.suffix.Add("mat");
}
try
{
CreatFile();
GetAnglePosRot(zhcCofigScript.config);
GetTechItemArray(zhcCofigScript.config);
GetStep(zhcCofigScript.config);
CreateJson(zhcCofigScript.config);
CopAudio(zhcCofigScript.StreamingAssetsAudioFilepath, zhcCofigScript.NewAudioFilePath);
if (zhcCofigScript.isbuilder)
{
CreatPrefab();
}
EditorUtility.ClearProgressBar();
}
catch (Exception e)
{
EditorUtility.ClearProgressBar();
throw new WarningException(e.Message);
}
}
else
{
EditorUtility.DisplayDialog("警告",
"请在Assets/ZHCTOOLS/目录下生成:MainConfig.asset配置文件,位置在:poroject面板--右键ZHCTOOLS文件--Create--ZHCConfigScript,用于可视化信息以及目录生成,最好用我默认的信息,你的路径我不管确保我的路径不要动",
"OK");
}
}
/// <summary>
/// 创建文件夹
/// </summary>
void CreatFile()
{
AssetDatabase.Refresh();
if (!Directory.Exists(Application.dataPath + "/实验升级文件"))
{
AssetDatabase.CreateFolder("Assets", "实验升级文件");
AssetDatabase.CreateFolder("Assets/实验升级文件", "音频文件");
AssetDatabase.CreateFolder("Assets/实验升级文件", "资源文件");
AssetDatabase.CreateFolder("Assets/实验升级文件/资源文件", "依赖文件");
for (int i = 0; i < zhcCofigScript.suffix.Count; i++)
{
AssetDatabase.CreateFolder("Assets/实验升级文件/资源文件/依赖文件", zhcCofigScript.suffix[i]);
}
Directory.CreateDirectory(Application.dataPath + zhcCofigScript.MudiPath);
EditorUtility.DisplayDialog("", "请确保你大哥我生成的文件夹没给我删除了,我很多位置可没写路径判定,删除了自动配置是配置不了的", "OK");
}
}
/// <summary>
/// 生成一些视角的json
/// </summary>
/// <param name="config"></param>
void GetAnglePosRot(ZHCCofigScript.Config config)
{
Transform[] go = new Transform[zhcCofigScript.FindAnglePos.Length];
for (int i = 0; i < zhcCofigScript.FindAnglePos.Length; i++)
{
go[i] = GameObject.Find(zhcCofigScript.FindAnglePos[i]).transform;
}
Transform[] AutoAnglePos = FindObjectOfType<AngleControl>().cameraPoss;
config.AutoAnglePos = new ZHCCofigScript.SetOBJData[AutoAnglePos.Length];
config.AnglePos = new ZHCCofigScript.SetOBJData[go.Length];
GetAngle(config.AnglePos, go);
GetAngle(config.AutoAnglePos, AutoAnglePos);
MoveAndLook moveAndLook = FindObjectOfType<MoveAndLook>();
config.ManYouName = new String[moveAndLook.wuti.Length];
for (int i = 0; i < moveAndLook.wuti.Length; i++)
{
config.ManYouName[i] = moveAndLook.wuti[i].name;
}
}
public void GetAngle(ZHCCofigScript.SetOBJData[] getDatas, Transform[] go)
{
for (int i = 0; i < go.Length; i++)
{
getDatas[i] = new ZHCCofigScript.SetOBJData();
getDatas[i].name = go[i].name;
getDatas[i].m_pos.x = go[i].transform.localPosition.x.ToString();
getDatas[i].m_pos.y = go[i].transform.localPosition.y.ToString();
getDatas[i].m_pos.z = go[i].transform.localPosition.z.ToString();
getDatas[i].m_rot.x = go[i].transform.localRotation.eulerAngles.x.ToString();
getDatas[i].m_rot.y = go[i].transform.localRotation.eulerAngles.y.ToString();
getDatas[i].m_rot.z = go[i].transform.localRotation.eulerAngles.z.ToString();
}
}
/// <summary>
/// 生成目的原理图json和自动拷贝目的原理资源文件
/// </summary>
/// <param name="config"></param>
void GetTechItemArray(ZHCCofigScript.Config config)
{
List<string> spriteName = new List<string>();
try
{
List<TeachItemClass> teachItemArray = FindObjectOfType<TeachSet>().teachItemArray;
config.teachList = new TeachArray();
for (int i = 0; i < teachItemArray.Count; i++)
{
config.teachList.teachArray.Add(new TeachInfo());
config.teachList.teachArray[i].teachname = teachItemArray[i].Name;
for (int j = 0; j < teachItemArray[i].infoArray.Count; j++)
{
config.teachList.teachArray[i].teachInfoImgs.Add(new TeachInfoImg());
config.teachList.teachArray[i].teachInfoImgs[j].teachTabName = teachItemArray[i].infoArray[j].Name;
for (int k = 0; k < teachItemArray[i].infoArray[j].Textures.Count; k++)
{
EditorUtility.DisplayProgressBar("生成配置", "请稍等...",
(float) i / teachItemArray[i].infoArray[j].Textures.Count);
config.teachList.teachArray[i].teachInfoImgs[j].imgNames.Add("");
config.teachList.teachArray[i].teachInfoImgs[j].imgNames[k] =
teachItemArray[i].infoArray[j].Textures[k].name + ".png";
string SpritePath =
AssetDatabase.GetAssetOrScenePath(teachItemArray[i].infoArray[j].Textures[k]);
string SpriteName = teachItemArray[i].infoArray[j].Textures[k].name + ".png";
//改赋值会产生依赖,根据需求定
// AssetDatabase.CopyAsset(SpritePath, "Assets/实验升级文件/目的原理/" + SpriteName);
CopyFolder(Application.dataPath + SpritePath.Remove(0, 6),
Application.dataPath + @"\实验升级文件\目的原理\", SpriteName);
spriteName.Add(SpriteName);
}
}
}
AssetDatabase.Refresh();
for (int i = 0; i < spriteName.Count; i++)
{
SetSprite(spriteName[i]);
}
}
catch (Exception e)
{
Debug.Log(e);
EditorUtility.ClearProgressBar();
throw;
}
EditorUtility.ClearProgressBar();
}
void CopyFolder(string sourcePath, string targetpath, string fileName)
{
string destFile = Path.Combine(targetpath, fileName);
if (!File.Exists(destFile))
{
File.Copy(sourcePath, destFile, true);
Debug.Log("没有图片");
}
}
void CopAudio(string oldfile, string newfile)
{
string newpath = "Assets/实验升级文件/";
string[] dirs = Directory.GetFileSystemEntries(oldfile);
int number = (dirs.Length / 2) + 1;
bool isoptishi = true;
for (int i = 1; i < number; i++)
{
if (Directory.GetFileSystemEntries(newfile).Length / 2 != number - 1)
{
AssetDatabase.CopyAsset(oldfile + i + ".wav", newfile + i + ".wav");
EditorUtility.DisplayProgressBar("复制音频中", "请稍等... " + i + "只羊",
(float) i / number);
isoptishi = false;
}
else
{
isoptishi = true;
}
}
if (isoptishi)
{
EditorUtility.DisplayDialog("", "没有可以拷贝的音频文件", "确定");
}
AssetDatabase.Refresh();
}
void SetSprite(string fileName)
{
TextureImporter texture = AssetImporter.GetAtPath(@"Assets\实验升级文件\目的原理\" + fileName) as TextureImporter;
texture.textureType = TextureImporterType.Sprite;
texture.spritePixelsPerUnit = 1;
texture.filterMode = FilterMode.Trilinear;
texture.mipmapEnabled = false;
texture.textureFormat = TextureImporterFormat.AutomaticTruecolor;
AssetDatabase.ImportAsset(@"Assets\实验升级文件\目的原理\" + fileName);
}
void GetStep(ZHCCofigScript.Config config)
{
LoadStepTxt loadStepTxt = FindObjectOfType<LoadStepTxt>();
TishiControl tishiTxtText = FindObjectOfType<TishiControl>();
try
{
if (loadStepTxt.bigtxt && loadStepTxt.smalltxt && loadStepTxt.stepvoiceText && tishiTxtText.tishiTxt)
{
config.m_BigTxt = loadStepTxt.bigtxt.text;
config.m_Smalltxt = loadStepTxt.smalltxt.text;
config.m_StepvoiceTxt = loadStepTxt.stepvoiceText.text;
config.m_TishiTxt = tishiTxtText.tishiTxt.text;
}
else
{
Debug.LogError("loadsteptxt,是否挂载场景中并且是否有3大小步骤和音频txt文档");
}
}
catch (Exception e)
{
throw new WarningException(e.Message);
}
}
/// <summary>
/// 创建配置文件
/// </summary>
void CreateJson(ZHCCofigScript.Config config)
{
try
{
string json = JsonMapper.ToJson(config);
string questionInfo = OtherFormatToUTF8.UnicodeToString(json);
File.WriteAllText(Application.dataPath + zhcCofigScript.ConfiPath, questionInfo, Encoding.UTF8);
AssetDatabase.Refresh();
Debug.Log("写入完成");
}
catch (Exception e)
{
Console.WriteLine("重写失败" + e);
throw;
}
}
#endregion
}
标签:获取信息,string,Get,int,写入,Length,AssetDatabase,zhcCofigScript,config 来源: https://blog.csdn.net/qq_40558087/article/details/120146383