Processamento de importação do Unity: AssetPostprocessor

 

usando System.Collections;
usando o UnityEditor;
classe pública MeuEditor: AssetPostprocessor {
 
//Chamado antes da importação do modelo
público vazio OnPreprocessModel()
{
Debug.Log ("OnPreprocessModel="+this.assetPath);
}
//Chamado após a importação do modelo
public void OnPostprocessModel(GameObject go)
{
Debug.Log ("OnPostprocessModel="+go.name);
}
//Chamado antes da textura ser importada, definido para a textura recebida
público vazio OnPreprocessTexture()
{
Debug.Log ("OnPreProcessTexture="+this.assetPath);
TextureImporter importar = this.assetImporter as TextureImporter;
importar.textureFormat = TextureImporterFormat.ARGB32;
importar.maxTextureSize = 512;
importar.textureType = TextureImporterType.Advanced;
importar.mipmapEnabled = falso;
 
}
público vazio OnPostprocessTexture (Texture2D tex)
{
Debug.Log ("OnPostProcessTexture="+this.assetPath);
}
 
 
public void OnPostprocessAudio(AudioClip clip)
{
 
}
public void OnPreprocessAudio()
{
AudioImporter audio = this.assetImporter as AudioImporter;
audio.format = AudioImporterFormat.Compressed;
}
//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[]importedAsset,string[] deletedAssets,string[] movedAssets,string[]movedFromAssetPaths)
{
Debug.Log ("OnPostprocessAllAssets");
foreach (string str in importedAsset) {
Debug.Log("importedAsset = "+str);
}
foreach (string str in deletedAssets) {
Debug.Log("deletedAssets = "+str);
}
foreach (string str in movedAssets) {
Debug.Log("movedAssets = "+str);
}
foreach (string str in movedFromAssetPaths) {
Debug.Log("movedFromAssetPaths = "+str);
}
}
 

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転載: blog.csdn.net/qq_40833062/article/details/129276617