using XGame.Editor.Asset; using XGame.Editor.Asset.Tools; using UnityEditor; using UnityEngine; namespace XGame.Editor.Build.AssetBundles { public class ABAssetItem : IReorderableItem, System.IDisposable, IReorderableItemData { public float Height { get; private set; } public string Data { get; private set; } private Object _assetObj; public ABAssetItem(string assetGuid) { Data = assetGuid; var assetPath = AssetDatabase.GUIDToAssetPath(assetGuid); _assetObj = AssetDatabase.LoadMainAssetAtPath(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, _assetObj?.name ?? "", _assetObj, typeof(Object), false); tempRect.y += lineH; Height += lineH; var assetPath = AssetDatabase.GetAssetPath(_assetObj); if (!string.IsNullOrEmpty(assetPath)) { if (!assetPath.StartsWith(PathDefine.ResAddressableRelative)) //if (FileUtil.IsFileIgnore(assetPath) || !assetPath.StartsWith(FileUtil.ToRelativePath(PathDefine.ResAddressablePath))) { EditorUtility.DisplayDialog("资源选择错误", $"选择了错误的资源或文件夹,只能选择Assets/Res/Addressable目录下的资源. Path:{assetPath}", "确认"); _assetObj = lastAsset; assetPath = AssetDatabase.GetAssetPath(_assetObj); } } Data = AssetDatabase.AssetPathToGUID(assetPath); } void System.IDisposable.Dispose() { _assetObj = null; } } }