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
}
}