using UnityEngine; 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(); AssetDatabase.CreateAsset(settingScriptObject, EditorConst.SettingFilePath); } else { settingScriptObject = AssetDatabase.LoadAssetAtPath(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(); AssetDatabase.CreateAsset(cacheScriptObject, EditorConst.CacheFilePath); } else { cacheScriptObject = AssetDatabase.LoadAssetAtPath(EditorConst.CacheFilePath); } G.cache = cacheScriptObject; } } }