YooAsset/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilderSettingDa...

57 lines
1.4 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace YooAsset.Editor
{
public class AssetBundleBuilderSettingData
{
private static AssetBundleBuilderSetting _setting = null;
public static AssetBundleBuilderSetting Setting
{
get
{
if (_setting == null)
LoadSettingData();
return _setting;
}
}
/// <summary>
/// 加载配置文件
/// </summary>
private static void LoadSettingData()
{
// 加载配置文件
_setting = AssetDatabase.LoadAssetAtPath<AssetBundleBuilderSetting>(EditorDefine.AssetBundleBuilderSettingFilePath);
if (_setting == null)
{
Debug.LogWarning($"Create new {nameof(AssetBundleBuilderSetting)}.asset : {EditorDefine.AssetBundleBuilderSettingFilePath}");
_setting = ScriptableObject.CreateInstance<AssetBundleBuilderSetting>();
EditorTools.CreateFileDirectory(EditorDefine.AssetBundleBuilderSettingFilePath);
AssetDatabase.CreateAsset(Setting, EditorDefine.AssetBundleBuilderSettingFilePath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
else
{
Debug.Log($"Load {nameof(AssetBundleBuilderSetting)}.asset ok");
}
}
/// <summary>
/// 存储文件
/// </summary>
public static void SaveFile()
{
if (Setting != null)
{
EditorUtility.SetDirty(Setting);
AssetDatabase.SaveAssets();
Debug.Log($"{nameof(AssetBundleBuilderSetting)}.asset is saved!");
}
}
}
}