660 lines
22 KiB
C#
660 lines
22 KiB
C#
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Linq;
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using System.IO;
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using System.Text;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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namespace YooAsset.Editor
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{
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/// <summary>
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/// 编辑器工具类
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/// </summary>
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public static class EditorTools
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{
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static EditorTools()
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{
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InitAssembly();
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}
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#region Assembly
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#if UNITY_2019_4_OR_NEWER
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private static void InitAssembly()
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{
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}
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/// <summary>
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/// 获取带继承关系的所有类的类型
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/// </summary>
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public static List<Type> GetAssignableTypes(System.Type parentType)
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{
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TypeCache.TypeCollection collection = TypeCache.GetTypesDerivedFrom(parentType);
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return collection.ToList();
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}
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/// <summary>
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/// 获取带有指定属性的所有类的类型
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/// </summary>
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public static List<Type> GetTypesWithAttribute(System.Type attrType)
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{
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TypeCache.TypeCollection collection = TypeCache.GetTypesWithAttribute(attrType);
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return collection.ToList();
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}
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#else
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private static readonly List<Type> _cacheTypes = new List<Type>(10000);
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private static void InitAssembly()
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{
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_cacheTypes.Clear();
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Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
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foreach (Assembly assembly in assemblies)
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{
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List<Type> types = assembly.GetTypes().ToList();
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_cacheTypes.AddRange(types);
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}
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}
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/// <summary>
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/// 获取带继承关系的所有类的类型
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/// </summary>
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public static List<Type> GetAssignableTypes(System.Type parentType)
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{
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List<Type> result = new List<Type>();
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for (int i = 0; i < _cacheTypes.Count; i++)
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{
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Type type = _cacheTypes[i];
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if (parentType.IsAssignableFrom(type))
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{
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if (type.Name == parentType.Name)
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continue;
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result.Add(type);
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}
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}
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return result;
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}
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/// <summary>
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/// 获取带有指定属性的所有类的类型
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/// </summary>
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public static List<Type> GetTypesWithAttribute(System.Type attrType)
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{
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List<Type> result = new List<Type>();
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for (int i = 0; i < _cacheTypes.Count; i++)
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{
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Type type = _cacheTypes[i];
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if (type.GetCustomAttribute(attrType) != null)
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{
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result.Add(type);
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}
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}
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return result;
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}
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#endif
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/// <summary>
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/// 调用私有的静态方法
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/// </summary>
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/// <param name="type">类的类型</param>
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/// <param name="method">类里要调用的方法名</param>
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/// <param name="parameters">调用方法传入的参数</param>
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public static object InvokeNonPublicStaticMethod(System.Type type, string method, params object[] parameters)
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{
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var methodInfo = type.GetMethod(method, BindingFlags.NonPublic | BindingFlags.Static);
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if (methodInfo == null)
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{
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UnityEngine.Debug.LogError($"{type.FullName} not found method : {method}");
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return null;
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}
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return methodInfo.Invoke(null, parameters);
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}
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/// <summary>
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/// 调用公开的静态方法
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/// </summary>
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/// <param name="type">类的类型</param>
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/// <param name="method">类里要调用的方法名</param>
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/// <param name="parameters">调用方法传入的参数</param>
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public static object InvokePublicStaticMethod(System.Type type, string method, params object[] parameters)
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{
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var methodInfo = type.GetMethod(method, BindingFlags.Public | BindingFlags.Static);
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if (methodInfo == null)
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{
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UnityEngine.Debug.LogError($"{type.FullName} not found method : {method}");
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return null;
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}
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return methodInfo.Invoke(null, parameters);
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}
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#endregion
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#region EditorUtility
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/// <summary>
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/// 搜集资源
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/// </summary>
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/// <param name="searchType">搜集的资源类型</param>
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/// <param name="searchInFolders">指定搜索的文件夹列表</param>
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/// <returns>返回搜集到的资源路径列表</returns>
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public static string[] FindAssets(EAssetSearchType searchType, string[] searchInFolders)
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{
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// 注意:AssetDatabase.FindAssets()不支持末尾带分隔符的文件夹路径
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for (int i = 0; i < searchInFolders.Length; i++)
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{
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string folderPath = searchInFolders[i];
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searchInFolders[i] = folderPath.TrimEnd('/');
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}
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// 注意:获取指定目录下的所有资源对象(包括子文件夹)
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string[] guids;
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if (searchType == EAssetSearchType.All)
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guids = AssetDatabase.FindAssets(string.Empty, searchInFolders);
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else
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guids = AssetDatabase.FindAssets($"t:{searchType}", searchInFolders);
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// 注意:AssetDatabase.FindAssets()可能会获取到重复的资源
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HashSet<string> result = new HashSet<string>();
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for (int i = 0; i < guids.Length; i++)
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{
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string guid = guids[i];
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string assetPath = AssetDatabase.GUIDToAssetPath(guid);
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if (result.Contains(assetPath) == false)
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{
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result.Add(assetPath);
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}
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}
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// 返回结果
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return result.ToArray();
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}
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/// <summary>
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/// 搜集资源
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/// </summary>
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/// <param name="searchType">搜集的资源类型</param>
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/// <param name="searchInFolder">指定搜索的文件夹</param>
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/// <returns>返回搜集到的资源路径列表</returns>
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public static string[] FindAssets(EAssetSearchType searchType, string searchInFolder)
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{
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return FindAssets(searchType, new string[] { searchInFolder });
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}
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/// <summary>
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/// 打开搜索面板
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/// </summary>
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/// <param name="title">标题名称</param>
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/// <param name="defaultPath">默认搜索路径</param>
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/// <returns>返回选择的文件夹绝对路径,如果无效返回NULL</returns>
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public static string OpenFolderPanel(string title, string defaultPath, string defaultName = "")
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{
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string openPath = EditorUtility.OpenFolderPanel(title, defaultPath, defaultName);
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if (string.IsNullOrEmpty(openPath))
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return null;
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if (openPath.Contains("/Assets") == false)
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{
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Debug.LogWarning("Please select unity assets folder.");
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return null;
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}
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return openPath;
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}
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/// <summary>
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/// 打开搜索面板
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/// </summary>
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/// <param name="title">标题名称</param>
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/// <param name="defaultPath">默认搜索路径</param>
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/// <returns>返回选择的文件绝对路径,如果无效返回NULL</returns>
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public static string OpenFilePath(string title, string defaultPath, string extension = "")
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{
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string openPath = EditorUtility.OpenFilePanel(title, defaultPath, extension);
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if (string.IsNullOrEmpty(openPath))
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return null;
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if (openPath.Contains("/Assets") == false)
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{
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Debug.LogWarning("Please select unity assets file.");
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return null;
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}
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return openPath;
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}
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/// <summary>
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/// 显示进度框
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/// </summary>
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public static void DisplayProgressBar(string tips, int progressValue, int totalValue)
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{
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EditorUtility.DisplayProgressBar("进度", $"{tips} : {progressValue}/{totalValue}", (float)progressValue / totalValue);
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}
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/// <summary>
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/// 隐藏进度框
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/// </summary>
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public static void ClearProgressBar()
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{
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EditorUtility.ClearProgressBar();
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}
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#endregion
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#region EditorWindow
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public static void FocusUnitySceneWindow()
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{
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EditorWindow.FocusWindowIfItsOpen<SceneView>();
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}
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public static void CloseUnityGameWindow()
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{
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System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.GameView");
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EditorWindow.GetWindow(T, false, "GameView", true).Close();
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}
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public static void FocusUnityGameWindow()
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{
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System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.GameView");
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EditorWindow.GetWindow(T, false, "GameView", true);
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}
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public static void FocueUnityProjectWindow()
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{
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System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.ProjectBrowser");
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EditorWindow.GetWindow(T, false, "Project", true);
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}
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public static void FocusUnityHierarchyWindow()
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{
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System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.SceneHierarchyWindow");
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EditorWindow.GetWindow(T, false, "Hierarchy", true);
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}
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public static void FocusUnityInspectorWindow()
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{
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System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.InspectorWindow");
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EditorWindow.GetWindow(T, false, "Inspector", true);
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}
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public static void FocusUnityConsoleWindow()
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{
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System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.ConsoleWindow");
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EditorWindow.GetWindow(T, false, "Console", true);
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}
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#endregion
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#region EditorConsole
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private static MethodInfo _clearConsoleMethod;
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private static MethodInfo ClearConsoleMethod
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{
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get
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{
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if (_clearConsoleMethod == null)
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{
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Assembly assembly = Assembly.GetAssembly(typeof(SceneView));
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System.Type logEntries = assembly.GetType("UnityEditor.LogEntries");
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_clearConsoleMethod = logEntries.GetMethod("Clear");
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}
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return _clearConsoleMethod;
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}
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}
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/// <summary>
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/// 清空控制台
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/// </summary>
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public static void ClearUnityConsole()
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{
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ClearConsoleMethod.Invoke(new object(), null);
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}
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#endregion
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#region SceneUtility
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public static bool HasDirtyScenes()
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{
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var sceneCount = EditorSceneManager.sceneCount;
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for (var i = 0; i < sceneCount; ++i)
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{
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var scene = EditorSceneManager.GetSceneAt(i);
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if (scene.isDirty)
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return true;
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}
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return false;
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}
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#endregion
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#region StringUtility
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public static string RemoveFirstChar(string str)
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{
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if (string.IsNullOrEmpty(str))
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return str;
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return str.Substring(1);
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}
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public static string RemoveLastChar(string str)
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{
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if (string.IsNullOrEmpty(str))
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return str;
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return str.Substring(0, str.Length - 1);
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}
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public static List<string> StringToStringList(string str, char separator)
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{
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List<string> result = new List<string>();
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if (!String.IsNullOrEmpty(str))
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{
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string[] splits = str.Split(separator);
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foreach (string split in splits)
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{
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string value = split.Trim(); //移除首尾空格
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if (!String.IsNullOrEmpty(value))
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{
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result.Add(value);
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}
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}
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}
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return result;
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}
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public static T NameToEnum<T>(string name)
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{
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if (Enum.IsDefined(typeof(T), name) == false)
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{
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throw new ArgumentException($"Enum {typeof(T)} is not defined name {name}");
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}
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return (T)Enum.Parse(typeof(T), name);
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}
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#endregion
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#region 文件
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/// <summary>
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/// 创建文件所在的目录
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/// </summary>
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/// <param name="filePath">文件路径</param>
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public static void CreateFileDirectory(string filePath)
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{
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string destDirectory = Path.GetDirectoryName(filePath);
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CreateDirectory(destDirectory);
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}
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/// <summary>
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/// 创建文件夹
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/// </summary>
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public static bool CreateDirectory(string directory)
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{
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if (Directory.Exists(directory) == false)
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{
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Directory.CreateDirectory(directory);
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return true;
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}
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else
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{
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return false;
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}
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}
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/// <summary>
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/// 删除文件夹及子目录
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/// </summary>
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public static bool DeleteDirectory(string directory)
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{
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if (Directory.Exists(directory))
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{
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Directory.Delete(directory, true);
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return true;
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}
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else
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{
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return false;
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}
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}
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/// <summary>
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/// 文件重命名
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/// </summary>
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public static void FileRename(string filePath, string newName)
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{
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string dirPath = Path.GetDirectoryName(filePath);
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string destPath;
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if (Path.HasExtension(filePath))
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{
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string extentsion = Path.GetExtension(filePath);
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destPath = $"{dirPath}/{newName}{extentsion}";
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}
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else
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{
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destPath = $"{dirPath}/{newName}";
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}
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FileInfo fileInfo = new FileInfo(filePath);
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fileInfo.MoveTo(destPath);
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}
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/// <summary>
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/// 移动文件
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/// </summary>
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public static void MoveFile(string filePath, string destPath)
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{
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if (File.Exists(destPath))
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File.Delete(destPath);
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FileInfo fileInfo = new FileInfo(filePath);
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fileInfo.MoveTo(destPath);
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}
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/// <summary>
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|||
|
/// 拷贝文件夹
|
|||
|
/// 注意:包括所有子目录的文件
|
|||
|
/// </summary>
|
|||
|
public static void CopyDirectory(string sourcePath, string destPath)
|
|||
|
{
|
|||
|
sourcePath = EditorTools.GetRegularPath(sourcePath);
|
|||
|
|
|||
|
// If the destination directory doesn't exist, create it.
|
|||
|
if (Directory.Exists(destPath) == false)
|
|||
|
Directory.CreateDirectory(destPath);
|
|||
|
|
|||
|
string[] fileList = Directory.GetFiles(sourcePath, "*.*", SearchOption.AllDirectories);
|
|||
|
foreach (string file in fileList)
|
|||
|
{
|
|||
|
string temp = EditorTools.GetRegularPath(file);
|
|||
|
string savePath = temp.Replace(sourcePath, destPath);
|
|||
|
CopyFile(file, savePath, true);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 拷贝文件
|
|||
|
/// </summary>
|
|||
|
public static void CopyFile(string sourcePath, string destPath, bool overwrite)
|
|||
|
{
|
|||
|
if (File.Exists(sourcePath) == false)
|
|||
|
throw new FileNotFoundException(sourcePath);
|
|||
|
|
|||
|
// 创建目录
|
|||
|
CreateFileDirectory(destPath);
|
|||
|
|
|||
|
// 复制文件
|
|||
|
File.Copy(sourcePath, destPath, overwrite);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 清空文件夹
|
|||
|
/// </summary>
|
|||
|
/// <param name="folderPath">要清理的文件夹路径</param>
|
|||
|
public static void ClearFolder(string directoryPath)
|
|||
|
{
|
|||
|
if (Directory.Exists(directoryPath) == false)
|
|||
|
return;
|
|||
|
|
|||
|
// 删除文件
|
|||
|
string[] allFiles = Directory.GetFiles(directoryPath);
|
|||
|
for (int i = 0; i < allFiles.Length; i++)
|
|||
|
{
|
|||
|
File.Delete(allFiles[i]);
|
|||
|
}
|
|||
|
|
|||
|
// 删除文件夹
|
|||
|
string[] allFolders = Directory.GetDirectories(directoryPath);
|
|||
|
for (int i = 0; i < allFolders.Length; i++)
|
|||
|
{
|
|||
|
Directory.Delete(allFolders[i], true);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 获取文件字节大小
|
|||
|
/// </summary>
|
|||
|
public static long GetFileSize(string filePath)
|
|||
|
{
|
|||
|
FileInfo fileInfo = new FileInfo(filePath);
|
|||
|
return fileInfo.Length;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 读取文件的所有文本内容
|
|||
|
/// </summary>
|
|||
|
public static string ReadFileAllText(string filePath)
|
|||
|
{
|
|||
|
if (File.Exists(filePath) == false)
|
|||
|
return string.Empty;
|
|||
|
|
|||
|
return File.ReadAllText(filePath, Encoding.UTF8);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 读取文本的所有文本内容
|
|||
|
/// </summary>
|
|||
|
public static string[] ReadFileAllLine(string filePath)
|
|||
|
{
|
|||
|
if (File.Exists(filePath) == false)
|
|||
|
return null;
|
|||
|
|
|||
|
return File.ReadAllLines(filePath, Encoding.UTF8);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 检测AssetBundle文件是否合法
|
|||
|
/// </summary>
|
|||
|
public static bool CheckBundleFileValid(byte[] fileData)
|
|||
|
{
|
|||
|
string signature = ReadStringToNull(fileData, 20);
|
|||
|
if (signature == "UnityFS" || signature == "UnityRaw" || signature == "UnityWeb" || signature == "\xFA\xFA\xFA\xFA\xFA\xFA\xFA\xFA")
|
|||
|
return true;
|
|||
|
else
|
|||
|
return false;
|
|||
|
}
|
|||
|
private static string ReadStringToNull(byte[] data, int maxLength)
|
|||
|
{
|
|||
|
List<byte> bytes = new List<byte>();
|
|||
|
for (int i = 0; i < data.Length; i++)
|
|||
|
{
|
|||
|
if (i >= maxLength)
|
|||
|
break;
|
|||
|
|
|||
|
byte bt = data[i];
|
|||
|
if (bt == 0)
|
|||
|
break;
|
|||
|
|
|||
|
bytes.Add(bt);
|
|||
|
}
|
|||
|
|
|||
|
if (bytes.Count == 0)
|
|||
|
return string.Empty;
|
|||
|
else
|
|||
|
return Encoding.UTF8.GetString(bytes.ToArray());
|
|||
|
}
|
|||
|
#endregion
|
|||
|
|
|||
|
#region 路径
|
|||
|
/// <summary>
|
|||
|
/// 获取规范的路径
|
|||
|
/// </summary>
|
|||
|
public static string GetRegularPath(string path)
|
|||
|
{
|
|||
|
return path.Replace('\\', '/').Replace("\\", "/"); //替换为Linux路径格式
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 移除路径里的后缀名
|
|||
|
/// </summary>
|
|||
|
public static string RemoveExtension(string str)
|
|||
|
{
|
|||
|
if (string.IsNullOrEmpty(str))
|
|||
|
return str;
|
|||
|
|
|||
|
int index = str.LastIndexOf('.');
|
|||
|
if (index == -1)
|
|||
|
return str;
|
|||
|
else
|
|||
|
return str.Remove(index); //"assets/config/test.unity3d" --> "assets/config/test"
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 获取项目工程路径
|
|||
|
/// </summary>
|
|||
|
public static string GetProjectPath()
|
|||
|
{
|
|||
|
string projectPath = Path.GetDirectoryName(Application.dataPath);
|
|||
|
return GetRegularPath(projectPath);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 转换文件的绝对路径为Unity资源路径
|
|||
|
/// 例如 D:\\YourPorject\\Assets\\Works\\file.txt 替换为 Assets/Works/file.txt
|
|||
|
/// </summary>
|
|||
|
public static string AbsolutePathToAssetPath(string absolutePath)
|
|||
|
{
|
|||
|
string content = GetRegularPath(absolutePath);
|
|||
|
return Substring(content, "Assets/", true);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 转换Unity资源路径为文件的绝对路径
|
|||
|
/// 例如:Assets/Works/file.txt 替换为 D:\\YourPorject/Assets/Works/file.txt
|
|||
|
/// </summary>
|
|||
|
public static string AssetPathToAbsolutePath(string assetPath)
|
|||
|
{
|
|||
|
string projectPath = GetProjectPath();
|
|||
|
return $"{projectPath}/{assetPath}";
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 递归查找目标文件夹路径
|
|||
|
/// </summary>
|
|||
|
/// <param name="root">搜索的根目录</param>
|
|||
|
/// <param name="folderName">目标文件夹名称</param>
|
|||
|
/// <returns>返回找到的文件夹路径,如果没有找到返回空字符串</returns>
|
|||
|
public static string FindFolder(string root, string folderName)
|
|||
|
{
|
|||
|
DirectoryInfo rootInfo = new DirectoryInfo(root);
|
|||
|
DirectoryInfo[] infoList = rootInfo.GetDirectories();
|
|||
|
for (int i = 0; i < infoList.Length; i++)
|
|||
|
{
|
|||
|
string fullPath = infoList[i].FullName;
|
|||
|
if (infoList[i].Name == folderName)
|
|||
|
return fullPath;
|
|||
|
|
|||
|
string result = FindFolder(fullPath, folderName);
|
|||
|
if (string.IsNullOrEmpty(result) == false)
|
|||
|
return result;
|
|||
|
}
|
|||
|
return string.Empty;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 截取字符串
|
|||
|
/// 获取匹配到的后面内容
|
|||
|
/// </summary>
|
|||
|
/// <param name="content">内容</param>
|
|||
|
/// <param name="key">关键字</param>
|
|||
|
/// <param name="includeKey">分割的结果里是否包含关键字</param>
|
|||
|
/// <param name="searchBegin">是否使用初始匹配的位置,否则使用末尾匹配的位置</param>
|
|||
|
public static string Substring(string content, string key, bool includeKey, bool firstMatch = true)
|
|||
|
{
|
|||
|
if (string.IsNullOrEmpty(key))
|
|||
|
return content;
|
|||
|
|
|||
|
int startIndex = -1;
|
|||
|
if (firstMatch)
|
|||
|
startIndex = content.IndexOf(key); //返回子字符串第一次出现位置
|
|||
|
else
|
|||
|
startIndex = content.LastIndexOf(key); //返回子字符串最后出现的位置
|
|||
|
|
|||
|
// 如果没有找到匹配的关键字
|
|||
|
if (startIndex == -1)
|
|||
|
return content;
|
|||
|
|
|||
|
if (includeKey)
|
|||
|
return content.Substring(startIndex);
|
|||
|
else
|
|||
|
return content.Substring(startIndex + key.Length);
|
|||
|
}
|
|||
|
#endregion
|
|||
|
}
|
|||
|
}
|