方法已过时的提示(Obsolete())


#if UNITY_EDITOR
using System;
using System.IO;
using UnityEditor;
#endif
using UnityEngine;

namespace QFramework
{
    public class CommonUtil //通用的工具
    {
        public static void CopyText(string text)
        {
            GUIUtility.systemCopyBuffer = text;
        }
    }
    public class Exporter  //导出类
    {
        public static string GenerateUnityPackageName()
        {
            return "QFramework_" + DateTime.Now.ToString("yyyyMMdd_HH");
        }
    }
    public class EditorUtil  //编辑器类
    {
        public static void ExportPackage(string assetPathName, string fileName)
        {
            AssetDatabase.ExportPackage(assetPathName, fileName, ExportPackageOptions.Recurse);
        }
        public static void OpenInFolder(string folderPath)
        {
            Application.OpenURL("file:///" + folderPath);
        }
        public static void CallMenuItem(string menuName)
        {
            EditorApplication.ExecuteMenuItem(menuName);
            //Application.OpenURL("file://" + Path.Combine(Application.dataPath, "../"));
        }
    }

    public class PreviousFunction : MonoBehaviour
    {
        
        [Obsolete("方法已过时,请使用Exporter.GenerateUnityPackageName")]
        public static string GenerateUnityPackageName()
        {
            return Exporter.GenerateUnityPackageName();
        }
        [Obsolete("方法已过时,请使用CommonUtil.CopyText")]
        public static void CopyText(string text)
        {
            CommonUtil.CopyText(text);
        }
        [Obsolete("方法已过时,请使用EditorUtil.ExportPackage")]
        public static void ExportPackage(string assetPathName, string fileName)
        {
            EditorUtil.ExportPackage(assetPathName, fileName);
        }
        [Obsolete("方法已过时,请使用EditorUtil.OpenInFolder")]
        public static void OpenInFolder(string folderPath)
        {
            EditorUtil.OpenInFolder(folderPath);
        }
        [Obsolete("方法已过时,请使用EditorUtil.CallMenuItem")]
        public static void CallMenuItem(string menuName)
        {
            EditorUtil.CallMenuItem(menuName);
        }

#if UNITY_EDITOR
        [MenuItem("QFramework/8.总结之前所有的方法/1.生成 UnityPackage 名字")]
        private static void MenuClicked()
        {
            Debug.Log(Exporter . GenerateUnityPackageName());
        }

        [MenuItem("QFramework/8.总结之前所有的方法/2.复制文本到剪切板")]
        private static void MenuClicked2()
        {
           CommonUtil . CopyText("要复制的文本");     
        }

        [MenuItem("QFramework/8.总结之前所有的方法/3.生成文件名到剪切板")]
        private static void MenuClicked3()
        {
           CommonUtil . CopyText("QFramework_" + DateTime.Now.ToString("yyyyMMdd_HH"));
        }

        [MenuItem ("QFramework/8.总结之前所有的方法/4.导出 UnityPackage")]
        private static void MenuClicked4()
        {
           EditorUtil . ExportPackage("Assets/QFramework",Exporter . GenerateUnityPackageName()+".unitypackage");
        }

        [MenuItem("QFramework/8.总结之前所有的方法/5.打开所在文件夹")]
        private static void MenuClicked5()
        {
           EditorUtil . OpenInFolder(Application.dataPath);
        }

        [MenuItem("QFramework/8.总结之前所有的方法/6.MenuItem复用")]
        private static void MenuClicked6()
        {
           EditorUtil . ExportPackage("Assets/QFramework",Exporter . GenerateUnityPackageName() + ".unitypackage");
           EditorUtil . OpenInFolder(Path.Combine(Application.dataPath, "../"));
        }
#endif
    }

}

猜你喜欢

转载自blog.csdn.net/qq_40323256/article/details/85640714