Files
ShrinkApp.Core/Editor/ShrinkAppEditorMenu.cs
cneicy e0191abb1e
Publish UPM package / publish (push) Successful in 2s
feat(settings): 优先加载标准 ShrinkSDK 资源路径
2026-08-28 03:44:10 +08:00

52 lines
1.9 KiB
C#

#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
namespace ShrinkApp.Editor
{
public static class ShrinkAppEditorMenu
{
[MenuItem("ShrinkSDK/应用/创建设置")]
public static void CreateSettingsAsset()
{
const string settingsDirectory = "Assets/Resources/GameAssets/Runtime/Data/ShrinkSDK";
EnsureFolder(settingsDirectory);
const string assetPath = settingsDirectory + "/ShrinkAppSettings.asset";
var existing = AssetDatabase.LoadAssetAtPath<ShrinkAppSettings>(assetPath);
if (existing != null)
{
Selection.activeObject = existing;
EditorGUIUtility.PingObject(existing);
return;
}
// 旧版本曾生成过 m_Script=fileID:0 的无效占位资产。删除该占位后
// 才能在同一路径创建真正绑定 ShrinkAppSettings 类型的资产。
if (!string.IsNullOrEmpty(AssetDatabase.AssetPathToGUID(assetPath)))
AssetDatabase.DeleteAsset(assetPath);
var asset = ScriptableObject.CreateInstance<ShrinkAppSettings>();
AssetDatabase.CreateAsset(asset, assetPath);
AssetDatabase.SaveAssets();
Selection.activeObject = asset;
EditorGUIUtility.PingObject(asset);
Debug.Log("[ShrinkApp] 已创建 ShrinkAppSettings.asset");
}
private static void EnsureFolder(string path)
{
var segments = path.Split('/');
var current = segments[0];
for (var i = 1; i < segments.Length; i++)
{
var next = current + "/" + segments[i];
if (!AssetDatabase.IsValidFolder(next))
AssetDatabase.CreateFolder(current, segments[i]);
current = next;
}
}
}
}
#endif