又是一个体力活,资源搬家的。具体的任务我就不透漏了,反正是底层的资管管理之类的东东。
为了简化操作,我还是坚持写了一个插件,然后感觉做个自己的小窗口也不错,就写了个小小的编辑器插件。
OK,这个小窗口完成的功能很简单,就是移动资源到某一文件夹的。好了,代码分享如下,
看效果的话,直接放到项目文件里面重启unity就行了。代码很简单,注释就不写了:
using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEditor; using UnityEngine; using System.IO; public class OneKeyMove : EditorWindow { public ResPath resPath; void Start(){ if(resPath==null){ resPath = new ResPath(); } } [MenuItem("MyUtil/一键移动")] public static void Init() { if (Resources.FindObjectsOfTypeAll<OneKeyMove>().Length == 0) { var win = ScriptableObject.CreateInstance<OneKeyMove>(); win.title = "一键移动"; win.Show(); } } public void OnGUI() { if (resPath == null) { resPath = new ResPath(); } EditorGUILayout.LabelField("移动文件", EditorStyles.boldLabel); EditorGUILayout.Space(); GUILayout.BeginHorizontal(); EditorGUILayout.LabelField("当前文件", GUILayout.Width(80)); Rect firstRect = EditorGUILayout.GetControlRect(GUILayout.Width(200)); resPath._FirstFile = EditorGUI.TextField(firstRect, resPath._FirstFile); if ((Event.current.type == EventType.DragUpdated || Event.current.type == EventType.DragExited) && firstRect.Contains(Event.current.mousePosition)) { if (DragAndDrop.paths != null && DragAndDrop.paths.Length > 0) { string sfxPath = DragAndDrop.paths[0]; if (!string.IsNullOrEmpty(sfxPath) && Event.current.type == EventType.DragUpdated) { DragAndDrop.AcceptDrag(); resPath._FirstFile = sfxPath; } } } GUILayout.EndHorizontal(); EditorGUILayout.Space(); GUILayout.BeginHorizontal(); EditorGUILayout.LabelField("目标", GUILayout.Width(80)); Rect secondRect = EditorGUILayout.GetControlRect(GUILayout.Width(200)); resPath._SecondFile = EditorGUI.TextField(secondRect, resPath._SecondFile); if ((Event.current.type == EventType.DragUpdated || Event.current.type == EventType.DragExited) && secondRect.Contains(Event.current.mousePosition)) { if (DragAndDrop.paths != null && DragAndDrop.paths.Length > 0) { string sfxPath = DragAndDrop.paths[0]; if (!string.IsNullOrEmpty(sfxPath) && Event.current.type == EventType.DragUpdated) { DragAndDrop.AcceptDrag(); resPath._SecondFile = sfxPath; } } } GUILayout.EndHorizontal(); EditorGUILayout.Space(); if (GUILayout.Button("一键移动")) { string resName = resPath._FirstFile.Remove(0, resPath._FirstFile.LastIndexOf('/') + 1); Debug.Log(resName); string targetPath = resPath._SecondFile + "/layout/" + resName; string realPath = Application.dataPath.Substring(0, Application.dataPath.LastIndexOf('/'))+"/"+resPath._SecondFile + "/layout"; if (!Directory.Exists(realPath)) { Directory.CreateDirectory(realPath); } AssetDatabase.Refresh(); Debug.Log(targetPath); AssetDatabase.MoveAsset(resPath._FirstFile, targetPath); } EditorGUILayout.Space(); } } [Serializable] public class ResPath { public string _FirstFile=""; public string _SecondFile=""; }