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类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);
}
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_);
}