Files
ShrinkApp.Core/Editor/ShrinkAppEditorMenu.cs
T
cneicy ee385a4107
Publish UPM package / publish (push) Failing after 1s
chore: initialize standalone UPM package
2026-08-26 02:48:49 +08:00

40 lines
1.4 KiB
C#

#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
namespace ShrinkApp.Editor
{
public static class ShrinkAppEditorMenu
{
[MenuItem("ShrinkApp/创建 Settings")]
public static void CreateSettingsAsset()
{
const string resourcesDir = "Assets/Resources";
if (!AssetDatabase.IsValidFolder(resourcesDir))
AssetDatabase.CreateFolder("Assets", "Resources");
const string assetPath = "Assets/Resources/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");
}
}
}
#endif