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C#

//
// EditorRuntimeInitializeOnLoad.cs
//
// Author:
// fjy <jiyuan.feng@live.com>
//
// 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<BulildAB>(ToolEditor.toolDic[ToolKey.AB]);
if (false)
{
// var assets = new List<string>();
// 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();
}
}
}