using UnityEditor; using UnityEngine; namespace FL.Editor.Imports { [System.Serializable] public struct PathValues { [Header("外部相对路径")] [Tooltip("customModelsPath的子文件夹")] public string from; [Header("目标文件夹")] public string to; } /// /// 导入外部模型的配置文件 /// [CreateAssetMenu(fileName = "CustomModelConfig", menuName = "XGame/模型导入配置")] public class CustomModelConfig : ScriptableObject { [Header("外部模型根目录")] public string customModelsPath; public PathValues[] paths; #region 静态方法 public static CustomModelConfig Load() { var guids = AssetDatabase.FindAssets(typeof(CustomModelConfig).Name); if (guids.Length == 0) return null; var assetPath = AssetDatabase.GUIDToAssetPath(guids[0]); return AssetDatabase.LoadAssetAtPath(assetPath); } #endregion } }