AssetPostprocessor资源导入设置格式

代码如下:

需要将代码放置于:Editor文件夹下

这样被导入的资源就会被自动设置为想要的

using UnityEngine;
using System.Collections;
using UnityEditor;
public class MyEditor : AssetPostprocessor 
{
 
    //这些方法都由AssetPostprocessor,确切说是unity自己调用,不嗦底层,自行研究
    //模型导入之前调用
    public void OnPreprocessModel()
    {
        Debug.Log ("模型="+this.assetPath+"被导入");
    }
    

    // //纹理导入之前调用,针对导入的纹理进行设置
     public void OnPreprocessTexture()//示例,其他的基本一致略
    {
        Debug.Log ("图片="+this.assetPath+"被导入");
        TextureImporter impor = this.assetImporter as TextureImporter;
        impor.textureType = TextureImporterType.Sprite;
        impor.spriteImportMode = SpriteImportMode.Multiple;
    }


    public void OnPreprocessAudio()
    {
        AudioImporter audio = this.assetImporter as AudioImporter;
       Debug.Log(audio.name+"被导入了");
       
    }
 
    // //所有的资源的导入,删除,移动,都会调用此方法,注意,这个方法是static的
    public static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
    {
        //导入资产的路径数组路径
        Debug.Log ("OnPostprocessAllAssets1");
        foreach (string str in importedAssets) {
            Debug.Log("importedAsset = "+str);//输出所有资产在unity中的路径
        }
       
        //已删除资产的路径数组路径
        foreach (string str in deletedAssets) {
            Debug.Log("deletedAssets = "+str);
        }
        
        //移动到资产的路径数组路径
        foreach (string str in movedAssets) {
            Debug.Log("movedAssets = "+str);
        }
        
        //移动资产的原始路径数组路径
        foreach (string str in movedFromAssetPaths) {
            Debug.Log("movedFromAssetPaths = "+str);
        }
        
        
    }
 
}

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转载自blog.csdn.net/qq_46043095/article/details/129332411
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