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plugin-library/Assets/00.StaryEvo/Editor/ArtBuild/CreatArtAssetWindow.cs

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6.7 KiB
C#
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
#if HotUpdate
using HybridCLR.Editor;
using HybridCLR.Editor.Settings;
#endif
using Sirenix.OdinInspector;
using Sirenix.OdinInspector.Editor;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
namespace Stary.Evo.Editor
{
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public class CreatArtAssetWindow : OdinEditorWindow
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{
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[MenuItem("Evo/Art/创建Art作用域",false, 0)]
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static void Init()
{
// Get existing open window or if none, make a new one:
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CreatArtAssetWindow window = (CreatArtAssetWindow)EditorWindow.GetWindow(typeof(CreatArtAssetWindow));
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window.Show();
}
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[TitleGroup("创建Art作用域")] public string domain;
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[TitleGroup("创建Art作用域")]
[Button("创建Art", ButtonSizes.Large)]
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public async void CreatDomain()
{
// if (GetCreatDomainAll().Count>0)
// {
// EditorUtility.DisplayDialog("错误!", "Domain仅可以创建一个请在下方删除存在的Domain", "确定");
// return;
// }
if (string.IsNullOrEmpty(domain))
{
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EditorUtility.DisplayDialog("错误!", "请输入将要创建Art的编号", "确定");
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return;
}
string artDomainPath = $"{Application.dataPath}/Art/{domain}";
if (!Directory.Exists(artDomainPath))
{
Directory.CreateDirectory(artDomainPath);
if (!Directory.Exists(artDomainPath))
//创建Animation文件夹
CreatDirectory(artDomainPath + "/Animation");
//创建Effects文件夹
CreatDirectory(artDomainPath + "/Effects");
//创建Fbx文件夹
CreatDirectory(artDomainPath + "/Fbx");
//创建Font文件夹
CreatDirectory(artDomainPath + "/Font");
//创建Materials文件夹
CreatDirectory(artDomainPath + "/Materials");
//创建Prefabs文件夹
CreatDirectory(artDomainPath + "/Prefabs");
//创建Scenes文件夹
CreatDirectory(artDomainPath + "/Scenes");
//创建/Scenes/Test文件夹
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CreatDirectory(artDomainPath + "/Scenes");
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//创建Shader文件夹
CreatDirectory(artDomainPath + "/Shader");
//创建Textures文件夹
CreatDirectory(artDomainPath + "/Textures");
File.WriteAllTextAsync(
$"{artDomainPath}/这里放所有美术的资源,因涉及打包依赖等原因,不建议在上一层节点新增文件夹,如涉及文件夹规范等问题请@张铮.hint", "");
}
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//创建Art 测试场景
/* 2. 再建 Scenes/Test */
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string sceneDir = $"{artDomainPath}/Scenes";
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if (!Directory.Exists(sceneDir))
{
Directory.CreateDirectory(sceneDir);
/* 3. 创建新场景 */
var newScene = UnityEditor.SceneManagement.EditorSceneManager.NewScene(
UnityEditor.SceneManagement.NewSceneSetup.DefaultGameObjects,
UnityEditor.SceneManagement.NewSceneMode.Single);
/* 4. 删除默认相机(和灯光)*/
foreach (var go in newScene.GetRootGameObjects())
{
if (go.name == "Main Camera" || go.name == "Directional Light")
GameObject.DestroyImmediate(go);
}
/* 5. 载入并实例化 RKCameraRig.prefab */
string prefabPath = "Prefabs/BaseSetting/RKCameraRig";
var prefab = Resources.Load<GameObject>(prefabPath);
var spawned = (GameObject)PrefabUtility.InstantiatePrefab(prefab);
spawned.name = "RKCameraRig";
/* 6. 保存场景 */
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string scenePath = Path.Combine("Assets/Art", domain, "Scenes", "TestScene.unity");
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UnityEditor.SceneManagement.EditorSceneManager.SaveScene(newScene, scenePath);
}
AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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[TitleGroup("预览Art作用域")]
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[ListDrawerSettings(DraggableItems = false, ShowFoldout = false, ShowPaging = false, ShowItemCount = false,
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HideRemoveButton = true, HideAddButton = true)]
public List<CreatArtDomainEntity> domainList;
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protected override void Initialize()
{
base.Initialize();
domainList = GetCreatDomainAll();
}
/// <summary>
/// 获取全部作用域
/// </summary>
public static string[] GetCreatDomainAllName()
{
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var creatDomainEntities = GetCreatDomainAll();
string[] domains = new string[creatDomainEntities.Count];
for (int i = 0; i < creatDomainEntities.Count; i++)
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{
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domains[i] = creatDomainEntities[i].DomainName;
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}
return domains;
}
/// <summary>
/// 获取全部作用域
/// </summary>
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public static List<CreatArtDomainEntity> GetCreatDomainAll()
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{
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string domainPath = $"{Application.dataPath}/Art";
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string[] domains;
// 新增目录获取代码
if (Directory.Exists(domainPath))
{
var dirInfo = new DirectoryInfo(domainPath);
// 获取直接子目录(不递归)
domains = dirInfo.GetDirectories("*", SearchOption.TopDirectoryOnly)
.Select(d => d.Name)
.ToArray();
}
else
{
domains = Array.Empty<string>();
}
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List<CreatArtDomainEntity> domainList = new List<CreatArtDomainEntity>();
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foreach (var item in domains)
{
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if (File.Exists($"{domainPath}/{item}/Scenes/TestScene.unity"))
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{
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CreatArtDomainEntity domainEntity = new CreatArtDomainEntity(domainList)
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{
DomainName = item,
domainPath = $"{domainPath}/{item}"
};
domainList.Add(domainEntity);
}
}
return domainList;
}
private static void CreatDirectory(string artDomainPath)
{
if (!Directory.Exists(artDomainPath))
{
//创建Animation文件夹
Directory.CreateDirectory(artDomainPath);
}
}
}
}