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