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68 lines
2.2 KiB
C#
68 lines
2.2 KiB
C#
using System;
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using Stary.Evo.Editor;
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using UnityEditor;
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using UnityEngine;
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namespace Stary.Evo
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{
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[InitializeOnLoad]
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public static class CreatDomainDirectory
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{
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static CreatDomainDirectory()
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{
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// 注意 因为这个构造函数会被重复调用,
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//所以为了防止quitting和update两个回调被重复添加,需要先移除后添加
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EditorApplication.quitting -= OnEditorQuit;
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EditorApplication.quitting += OnEditorQuit;
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if (!CustomEditorPrefs.HasKey("StartUp"))
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{
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// 通过标记记录是否已经执行过该方法
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OnEditorStartUp();
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CustomEditorPrefs.SetInt("StartUp", 1);
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if (CustomEditorPrefs.GetInt("CreatDomainDirectory") == 0)
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{
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CustomEditorPrefs.SetInt("CreatDomainDirectory", 1);
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bool isOk = EditorUtility.DisplayDialog("提示", "发现目录存在缺失,是否检索并创建缺失目录", "是", "否");
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if (isOk)
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{
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var DomainAll = CreatAssetWindow.GetCreatDomainAll();
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foreach (var domain in DomainAll)
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{
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CreatAssetWindow.CreateDomainDirectory(domain.DomainName);
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}
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}
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}
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if (CustomEditorPrefs.GetString("ChangePlayerSchema") == "")
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{
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ChangePlayerSchema.SetPlayerMode(PLayerMode.EDITOR_SIMULATEMODE);
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}
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else
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{
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ChangePlayerSchema.SetPlayerMode(
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Enum.Parse<PLayerMode>(CustomEditorPrefs.GetString("ChangePlayerSchema")));
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}
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}
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}
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/// <summary>
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/// UnityEditor 关闭时取消标记
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/// </summary>
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private static void OnEditorQuit()
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{
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CustomEditorPrefs.DeleteKey("StartUp");
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}
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/// <summary>
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/// 只会在UnityEditor启动时执行一次
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/// </summary>
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static void OnEditorStartUp()
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{
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Debug.Log(" UnityEditor 启动 ");
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}
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}
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} |