自用生成文件夹脚本
一键生成文件夹
/**************************************************************************
* Author: DuYouLu
* Description:
**************************************************************************/
using UnityEngine;
using System.Collections;
using System.IO;
#if UNITY_EDITOR
using UnityEditor;
#endif
/// <summary>
/// 生成基本的文件夹
/// </summary>
public class GenerateFolders : MonoBehaviour
{
#if UNITY_EDITOR
[MenuItem("DYLTools/CreateBasicFolder #&_b")]
private static void CreateBasicFolder()
{
GenerateFolder(DirectoryStructure.ClassicBasic);
Debug.Log("Folders Created");
}
[MenuItem("DYLTools/CreateALLFolder")]
private static void CreateAllFolder()
{
GenerateFolder(DirectoryStructure.ClassicAll);
Debug.Log("Folders Created");
}
[MenuItem("DYLTools/CreateCompanyFolder")]
private static void CreateCompanyFolder()
{
GenerateFolder(DirectoryStructure.Company);
Debug.Log("Folders Created");
}
private static void GenerateFolder(DirectoryStructure directoryStructure)
{
string _path = Application.dataPath + "/";
switch(directoryStructure)
{
case DirectoryStructure.ClassicBasic:
Directory.CreateDirectory(_path + "Audio");
Directory.CreateDirectory(_path + "Prefabs");
Directory.CreateDirectory(_path + "Materials");
Directory.CreateDirectory(_path + "Resources");
Directory.CreateDirectory(_path + "Scripts");
Directory.CreateDirectory(_path + "Textures");
Directory.CreateDirectory(_path + "Scenes");
break;
case DirectoryStructure.ClassicAll:
Directory.CreateDirectory(_path + "Audio");
Directory.CreateDirectory(_path + "Audio" + "/" + "Music");
Directory.CreateDirectory(_path + "Audio" + "/" + "SFX");
Directory.CreateDirectory(_path + "Prefabs");
Directory.CreateDirectory(_path + "Materials");
Directory.CreateDirectory(_path + "Resources");
Directory.CreateDirectory(_path + "Scripts");
Directory.CreateDirectory(_path + "Textures");
Directory.CreateDirectory(_path + "Scenes");
Directory.CreateDirectory(_path + "Meshes");
Directory.CreateDirectory(_path + "Shaders");
Directory.CreateDirectory(_path + "GUI");
Directory.CreateDirectory(_path + "StreamingAssets");
Directory.CreateDirectory(_path + "Plugins");
Directory.CreateDirectory(_path + "Editor");
Directory.CreateDirectory(_path + "Plugins");
Directory.CreateDirectory(_path + "Fonts");
break;
case DirectoryStructure.Company:
Directory.CreateDirectory(_path + "External Assets");
Directory.CreateDirectory(_path + "Project Assets");
Directory.CreateDirectory(_path + "Project Assets" + "/" + "Image");
Directory.CreateDirectory(_path + "Project Assets" + "/" + "Atlas");
Directory.CreateDirectory(_path + "Project Assets" + "/" + "Animator");
Directory.CreateDirectory(_path + "Models");
Directory.CreateDirectory(_path + "Prefabs");
Directory.CreateDirectory(_path + "Resources");
Directory.CreateDirectory(_path + "Scenes");
Directory.CreateDirectory(_path + "Scripts");
break;
}
AssetDatabase.Refresh();
}
#endif
}
public enum DirectoryStructure
{
ClassicBasic,
ClassicAll,
Company
}