【m】资源拷贝修改
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@@ -52,7 +52,6 @@ namespace Stary.Evo.Editor
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// 添加新模式
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defines.Add(mode.ToString());
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PlayerSettings.SetScriptingDefineSymbolsForGroup(currentTarget, string.Join(";", defines));
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Debug.Log($"当前编译符号: {string.Join(";", defines)}"); // 添加调试日志
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_hotUpdate = mode;
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CustomEditorPrefs.SetString("ChangeHotUpdateSchema", _hotUpdate.ToString());
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@@ -61,9 +60,8 @@ namespace Stary.Evo.Editor
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// 添加解决方案文件重新生成逻辑
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EditorApplication.delayCall += () =>
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{
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EditorApplication.ExecuteMenuItem("Assets/Open C# Project");
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UnityEditor.Compilation.CompilationPipeline.RequestScriptCompilation();
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Debug.Log("已强制重新生成解决方案文件");
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Debug.Log($"当前编译符号: {string.Join(";", defines)}"); // 添加调试日志
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};
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}
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}
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@@ -55,7 +55,6 @@ namespace Stary.Evo.Editor
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// 添加新模式
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defines.Add(mode.ToString());
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PlayerSettings.SetScriptingDefineSymbolsForGroup(currentTarget, string.Join(";", defines));
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Debug.Log($"当前编译符号: {string.Join(";", defines)}"); // 添加调试日志
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_pLayerMode = mode;
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CustomEditorPrefs.SetString("ChangePlayerSchema", _pLayerMode.ToString());
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ValidateModeMenu();
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@@ -65,7 +64,7 @@ namespace Stary.Evo.Editor
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{
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//EditorApplication.ExecuteMenuItem("Assets/Open C# Project");
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UnityEditor.Compilation.CompilationPipeline.RequestScriptCompilation();
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Debug.Log("已强制重新生成解决方案文件");
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Debug.Log($"当前编译符号: {string.Join(";", defines)}"); // 添加调试日志
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};
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}
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}
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@@ -52,7 +52,6 @@ namespace Stary.Evo.Editor
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// 添加新模式
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defines.Add(mode.ToString());
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PlayerSettings.SetScriptingDefineSymbolsForGroup(currentTarget, string.Join(";", defines));
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Debug.Log($"当前编译符号: {string.Join(";", defines)}"); // 添加调试日志
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_pointClondMode = mode;
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CustomEditorPrefs.SetString("ChangePoindClondSchema", _pointClondMode.ToString());
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@@ -61,9 +60,8 @@ namespace Stary.Evo.Editor
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// 添加解决方案文件重新生成逻辑
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EditorApplication.delayCall += () =>
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{
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EditorApplication.ExecuteMenuItem("Assets/Open C# Project");
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UnityEditor.Compilation.CompilationPipeline.RequestScriptCompilation();
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Debug.Log("已强制重新生成解决方案文件");
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Debug.Log($"当前编译符号: {string.Join(";", defines)}"); // 添加调试日志
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};
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}
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}
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@@ -64,9 +64,8 @@ namespace Stary.Evo.Editor
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{
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#if HotUpdate
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EditorTools.ClearUnityConsole();
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AutoBuildPackage.OneShaderMark(OneKeyBuildEntities);
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EditorUtility.DisplayDialog("提示", $"标记所有shader完成!", "确定");
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AutoBuildPackage.OneShaderMark(OneKeyBuildEntities,(domainName)=>
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ShowNotification(new GUIContent($"收集【{domainName}】的shader【材质异常或资源修改】!"), 2f));
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#endif
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}
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