using UnityEngine;
using System.IO;
using UnityEditor;
using System.Collections.Generic;
using System.Linq;
///
/// 梳理Resources 和StreamingAssets中的资源文件 并生成资源路径文件
/// 通过AssetsManager获取资源路径
///
public class GenerateAssetsConfig :Editor
{
///
/// 生成配置文件:创建一个文件,文件中写内容,
/// 遍历Resources资源文件夹得到路径 *.prefab >>IO
///
[MenuItem("Tools/Generate Config File/Resources")]
public static void GenerateResourcesMap()
{ string path = Path.Combine(Application.dataPath,
"Resources").Replace(@"\", "/");
string[] resFiles = Directory.GetFiles(path, "*.*",
SearchOption.AllDirectories).Where(p=>!p.EndsWith(".meta")).ToArray();
Dictionary resDic = new Dictionary();
for (int i = 0; i < resFiles.Length; i++)
{ //Hit_Ice_Chest=Skill/HitFx/Hit_Ice_Chest 值 键
string key = Path.GetFileNameWithoutExtension(resFiles[i]);
string value = resFiles[i].Replace(@"\", "/").Replace(path + "/", "");
int index = value.LastIndexOf('.');
value = value.Remove(index);
//Replace(".prefab", "");//掐头去尾
resFiles[i] = key + "=" + value;
if (!resDic.ContainsKey(key))//记录字典便于查重
{
resDic.Add(key, value);
}
else
{
Debug.LogError($"名称重复的资源{resDic[key]}={value}");
}
}
File.WriteAllLines(Path.Combine(path, "ResMap.txt"), resFiles);
AssetDatabase.Refresh();
}
///
/// 生成配置文件:创建一个文件,文件中写内容,
/// 遍历StreamingAssets资源文件夹得到路径 排除.meta 和 .manifest
///
[MenuItem("Tools/Generate Config File/StreamingAssets")]
public static void GenerateSAMap()
{
string path = Path.Combine(Application.dataPath,
"StreamingAssets").Replace(@"\", "/");
string[] resFiles = Directory.GetFiles(path, "*.*",
SearchOption.AllDirectories).Where(p=>!p.EndsWith(".meta")&&!p.EndsWith(".manifest")).ToArray();//排除Unity自动创建的.meta 和 .manifest文件
Dictionary resDic = new Dictionary();
for (int i = 0; i < resFiles.Length; i++)
{ //Hit_Ice_Chest=Skill/HitFx/Hit_Ice_Chest 值 键
string key = Path.GetFileNameWithoutExtension(resFiles[i]);
string value = resFiles[i].Replace(@"\", "/").Replace(path + "/", "");//掐头
resFiles[i] = key + "=" + value;
if (!resDic.ContainsKey(key))//记录字典便于查重
{
resDic.Add(key, value);
}
else
{
Debug.LogError($"名称重复的资源{resDic[key]}={value}");
}
}
File.WriteAllLines(Path.Combine(path, "SAMap.txt"), resFiles);
AssetDatabase.Refresh();
}
}