using XGame.Editor.Asset.Tools; using System.IO; using UnityEditor; using UnityEngine; namespace XGame.Editor.Build.AssetBundles { public class ABPackerInfoItem : IReorderableItem, System.IDisposable, IReorderableItemData { public ABPackerInfo Data { get; private set; } public float Height { get; private set; } private readonly GUIContent assetContent = new GUIContent("Asset", "资源或者文件夹,只能选择Res/Addressable目录下的资源"); private readonly GUIContent packerTypeContent = new GUIContent("Packer Type", "打包分类 \r\nTopDirectoryOnly:默认方式,当前目录的资源(不包含子目录)打一个包 \r\nAllDirectories:当前目录及子目录的资源打一个包 \r\nSingleAsset:单个资源打包"); private Object _assetObj; public ABPackerInfoItem(ABPackerInfo data) { Data = data; _assetObj = AssetDatabase.LoadMainAssetAtPath(data.AssetPath); } void IReorderableItem.OnGUI(Rect rect) { var lastAsset = _assetObj; Height = 0; var lineH = EditorGUIUtility.singleLineHeight; var tempRect = rect; tempRect.x += 14; tempRect.width -= 14; tempRect.height = lineH; _assetObj = EditorGUI.ObjectField(tempRect, assetContent, _assetObj, typeof(Object), false); tempRect.y += lineH; Height += lineH; var assetPath = AssetDatabase.GetAssetPath(_assetObj); if (!string.IsNullOrEmpty(assetPath)) { if (!AssetBundleUtils.IsValidPath(assetPath)) //if (FileUtil.IsFileIgnore(assetPath) || !assetPath.StartsWith(FileUtil.ToRelativePath(PathDefine.Res/Addressable))) { EditorUtility.DisplayDialog("资源选择错误", $"选择了错误的资源或文件夹,只能选择Res/Addressable目录下的资源. Path:{assetPath}", "确认"); _assetObj = lastAsset; assetPath = AssetDatabase.GetAssetPath(_assetObj); } } Data.GUID = AssetDatabase.AssetPathToGUID(assetPath); var isFile = (!string.IsNullOrEmpty(assetPath) && File.Exists(assetPath)); if (isFile) { Data.packerType = ABPackerType.SingleAsset; EditorGUI.BeginDisabledGroup(true); } Data.packerType = (ABPackerType)EditorGUI.EnumPopup(tempRect, packerTypeContent, Data.packerType); if (isFile) { EditorGUI.EndDisabledGroup(); } tempRect.y += lineH; Height += lineH; } void System.IDisposable.Dispose() { Data = null; _assetObj = null; } } }