// // EditorRuntimeInitializeOnLoad.cs // // Author: // fjy // // Copyright (c) 2020 fjy // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. using ETEditor; using System.Collections.Generic; using System.IO; using UnityEditor; using UnityEngine; namespace libx { public class EditorRuntimeInitializeOnLoad { [RuntimeInitializeOnLoadMethod] private static void OnInitialize() { Assets.basePath = BuildScript.outputPath + Path.DirectorySeparatorChar; Assets.loadDelegate = AssetDatabase.LoadAssetAtPath; BulildAB bulildAB = AssetDatabase.LoadAssetAtPath(ToolEditor.toolDic[ToolKey.AB工具]); if (false) { // var assets = new List(); // var rules = BuildScript.GetBuildRules(); // foreach (var asset in rules.scenesInBuild) // { // var path = AssetDatabase.GetAssetPath(asset); // if (string.IsNullOrEmpty(path)) // { // continue; // } // assets.Add(path); // } // foreach (var rule in rules.rules) // { // if (rule.searchPattern.Contains("*.unity")) // { // assets.AddRange(rule.GetAssets()); // } // } // var scenes = new EditorBuildSettingsScene[assets.Count]; // for (var index = 0; index < assets.Count; index++) // { // var asset = assets[index]; // scenes[index] = new EditorBuildSettingsScene(asset, true); // } // EditorBuildSettings.scenes = scenes; } } [InitializeOnLoadMethod] private static void OnEditorInitialize() { EditorUtility.ClearProgressBar(); // BuildScript.GetManifest(); // BuildScript.GetBuildRules(); } } }