com.soviby.unity.ui.ugui-to.../Assets/Editor/Helper/InitHelper.cs

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