AssetDatabase
用于访问资源并针对资源执行操作的接口。(创建目录 ,创建材质,查询是否存在,GUID/路劲转换,加载等)。
AssetDatabase常用API
using System.IO;
using UnityEditor;
using UnityEngine;
public class AssetDatabaseTest
{
private const string MaterialPath = "Assets/My Folder/MyMaterial.mat";
[MenuItem("AssetDatabaseTest/CreateMaterial")]
static void CreateMaterial()
{
if (!Directory.Exists("Assets/My Folder"))
{
//创建文件夹
string guid = AssetDatabase.CreateFolder("Assets", "My Folder");
//guid转文件夹路径
string newFolderPath = AssetDatabase.GUIDToAssetPath(guid);
if (!string.IsNullOrEmpty(newFolderPath))
{
Debug.Log(newFolderPath);
}
else
{
Debug.Log(guid);
}
}
else
{
Debug.Log("dir exists!");
}
Material material = new Material(Shader.Find("Specular"));
//创建资源
AssetDatabase.CreateAsset(material, MaterialPath);
// 获取资源路径
Debug.Log(AssetDatabase.GetAssetPath(material));
}
[MenuItem("AssetDatabaseTest/GetMaterialGUID")]
static void GetMaterialGUID()
{
//路径转guid
Debug.Log(AssetDatabase.AssetPathToGUID(MaterialPath));
}
[MenuItem("AssetDatabaseTest/LoadMaterial")]
static void LoadMaterial()
{
//加载资源
Material mat = AssetDatabase.LoadAssetAtPath<Material>(MaterialPath);
Debug.Log(mat.shader);
}
[MenuItem("AssetDatabaseTest/RenameMaterial")]
static void RenameMaterial()
{
//重命名资源
AssetDatabase.RenameAsset(MaterialPath,"rename");
}
[MenuItem("AssetDatabaseTest/MoveMaterial")]
static void MoveMaterial()
{
//移动资源
AssetDatabase.MoveAsset(MaterialPath, "Assets/move.mat");
}
[MenuItem("AssetDatabaseTest/CopyMaterial")]
static void CopyMaterial()
{
//复制资源
AssetDatabase.CopyAsset(MaterialPath,"Assets/copy.mat");
}
[MenuItem("AssetDatabaseTest/DeleteMaterial")]
static void DeleteMaterial()
{
//移动到回收站
AssetDatabase.MoveAssetToTrash(MaterialPath);
//删除资源
AssetDatabase.DeleteAsset(MaterialPath);
}
[MenuItem("AssetDatabaseTest/GetMaterialGUID",true)]
[MenuItem("AssetDatabaseTest/LoadMaterial",true)]
[MenuItem("AssetDatabaseTest/RenameMaterial", true)]
[MenuItem("AssetDatabaseTest/MoveMaterial", true)]
[MenuItem("AssetDatabaseTest/CopyMaterial",true)]
[MenuItem("AssetDatabaseTest/DeleteMaterial",true)]
static bool Check()
{
return File.Exists(MaterialPath);
}
}
AssetModificationProcessor
允许您保存在 Unity 内部编辑过的 序列化资源和场景。(创建资源,移动资源,删除资源,保存资源等)
AssetPostprocessor
允许您挂接到导入管线并在导入资源前后运行脚本。(比如导入图片自动转换为sprite)
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