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C# IEditor.GetAssetPath方法代码示例

本文整理汇总了C#中IEditor.GetAssetPath方法的典型用法代码示例。如果您正苦于以下问题:C# IEditor.GetAssetPath方法的具体用法?C# IEditor.GetAssetPath怎么用?C# IEditor.GetAssetPath使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在IEditor的用法示例。


在下文中一共展示了IEditor.GetAssetPath方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: SaveXml

 //! Save xml.
 public void SaveXml(XmlWriter Writer, IEditor AssetDatabase)
 {
     // Write original prefab
     Writer.WriteAttributeString("prefab", AssetDatabase.GetAssetPath(AssetDatabase.GetPrefabParent(gameObject)));
     // Save instance
     m_Instance.SaveXml(Writer);
 }
开发者ID:Trigve,项目名称:he_unity,代码行数:8,代码来源:NonMoveableObjectComponent.cs

示例2: Save

        //! Save.
        public void Save(IFormatter Formatter, Stream Stream_, IEditor AssetDatabase)
        {
            Formatter.Serialize(Stream_, m_PositionX);
            Formatter.Serialize(Stream_, m_PositionY);
            Formatter.Serialize(Stream_, m_Tiles);
            Formatter.Serialize(Stream_, m_Properties);

            // Serialize mesh
            Mesh mesh = GetComponent<MeshFilter>().sharedMesh;
            string asset_path = AssetDatabase.GetAssetPath(mesh);
            // Get only "Resources" relative path
            //			asset_path = asset_path.Substring(asset_path.IndexOf("Resources"));
            //			asset_path = asset_path.Substring(asset_path.IndexOf('/') + 1);
            //			asset_path = asset_path.Substring(0, asset_path.LastIndexOf('.'));

            Formatter.Serialize(Stream_, asset_path);

            // Serialize materials
            var materials = GetComponent<MeshRenderer>().sharedMaterials;
            Formatter.Serialize(Stream_, materials.Length);
            foreach (var mat in materials)
            {
                string material_path = AssetDatabase.GetAssetPath(mat);
                material_path = material_path.Substring(material_path.IndexOf("Resources"));
                material_path = material_path.Substring(material_path.IndexOf('/') + 1);
                material_path = material_path.Substring(0, material_path.LastIndexOf('.'));

                Formatter.Serialize(Stream_, material_path);
            }

            // Serialize all non-moveables
            var non_moveables = GetComponentsInChildren<NonMoveableObjectComponent>();
            foreach (var non_moveable in non_moveables)
                non_moveable.Save(Formatter, Stream_);
        }
开发者ID:Trigve,项目名称:he_unity,代码行数:36,代码来源:TerrainPartition.cs


注:本文中的IEditor.GetAssetPath方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。