40 lines
1.5 KiB
C#
40 lines
1.5 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 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
|