Editor section API uses unity

拼接路径:        string destination = Path.Combine(Application.dataPath, AssetBundleConfig.AssetsFolderName);

Get the File Path: string [] files = Directory.GetFiles (dirPath);

Get the path to the directory: string [] dirs = Directory.GetDirectories (dirPath);

Property settings file: File.SetAttributes (file, FileAttributes.Normal);

Copy files: FileUtil.CopyFileOrDirectoryFollowSymlinks (source, destination);

Find the file path collection: Directory.GetFiles (path, ". * *", SearchOption.AllDirectories)

                .Where(f => !extensions.Contains(GetFileExtension(f))).ToArray();

Mobile File: File.SetAttributes (sourceFileName, FileAttributes.Normal);

            File.Move(sourceFileName, destFileName);

            File.Copy(sourceFiles[j], destination + "/" +Path.GetFileName(sourceFiles[j]),true);

 

Find resources:

var guids = AssetDatabase.FindAssets("t:AssetBundleDispatcherConfig", new string[]

 {      

AssetBundleInspectorUtils.DatabaseRoot });

        var length = guids.Length;

        var count = 0;

        foreach (var guid in guids)

        {

            count++;

            was assetPath = AssetDatabase.GUIDToAssetPath (GUID);

            var config = AssetDatabase.LoadAssetAtPath<AssetBundleDispatcherConfig>(assetPath);

            config.Load();

            EditorUtility.DisplayProgressBar("Run checker :", config.PackagePath, (float)count / length);

            AssetBundleDispatcher.Run(config);

        }

        AssetDatabase.Refresh();

Creating assets resources:

             var instance = CreateInstance<AssetBundleDispatcherConfig>();

             AssetDatabase.CreateAsset(instance, databaseAssetPath);

 

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Origin www.cnblogs.com/DOGame/p/12303538.html