2024-10-23 17:30:59 +00:00
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#if UNITY_EDITOR
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using UnityEngine;
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2024-10-08 15:19:05 +00:00
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using UnityEditor;
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using System.IO;
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namespace UguiToolkit.Editor
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{
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public static class InitHelper
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{
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[InitializeOnLoadMethod]
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public static void InitToolkit()
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{
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if (!Directory.Exists(EditorConst.WorkspaceDirPath))
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{
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Directory.CreateDirectory(EditorConst.WorkspaceDirPath);
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}
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var G = GlobalManager.Instance;
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SettingScriptObject settingScriptObject = null;
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// 查找配置
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if (!File.Exists(EditorConst.SettingFilePath))
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{
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// 生成配置
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settingScriptObject = SettingScriptObject.CreateInstance<SettingScriptObject>();
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AssetDatabase.CreateAsset(settingScriptObject, EditorConst.SettingFilePath);
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}
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else
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{
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settingScriptObject = AssetDatabase.LoadAssetAtPath<SettingScriptObject>(EditorConst.SettingFilePath);
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}
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G.setting = settingScriptObject;
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Debug.Log("prefabForUIDirPath " + G.setting.prefabForUIDirPath);
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CacheScriptObject cacheScriptObject = null;
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// 查找配置
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if (!File.Exists(EditorConst.CacheFilePath))
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{
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// 生成配置
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cacheScriptObject = CacheScriptObject.CreateInstance<CacheScriptObject>();
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AssetDatabase.CreateAsset(cacheScriptObject, EditorConst.CacheFilePath);
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}
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else
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{
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cacheScriptObject = AssetDatabase.LoadAssetAtPath<CacheScriptObject>(EditorConst.CacheFilePath);
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}
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G.cache = cacheScriptObject;
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}
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}
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2024-10-23 17:30:59 +00:00
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}
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#endif
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