Main/Assets/Editor/SplitTerrain/ConfigDefine.cs

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C#
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2025-01-25 04:38:09 +08:00
using Thousandto.Core.Asset;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;
namespace Thousandto.Editor.Test
{
public static class ConfigDefine
{
private static string RootPathFormat = "Assets/GameAssets/RawResources/scene/{0}/SplitedTerrain/{1}";
private static string ScenePathFormat = "Assets/GameAssets/ExportResources/Scene/{0}.unity";
private static string SavedMeshDirName = "mesh";
private static string MatDirName = "material";
private static string PrefabDirName = "prefabs";
private static string ControlMapDirName = "control";
private static string ConfigDirName = "config";
public static string ShaderName = "Ares/SceneT4M/T4M-4TexVP";
//生成的prefab所存放的路径在Resources目录
public static string GetSavePrefabPath(string relativePath = null)
{
var path = string.Format("Assets/GameAssets/Resources/Scene");
if (!Directory.Exists(path))
Directory.CreateDirectory(path);
path = CombinePath(path, relativePath);
return path;
}
//生成的mesh存放路径在RawResources目录
public static string GetSaveTerrainPath(string mapName, string relativePath = null)
{
var path = string.Format(RootPathFormat, mapName, SavedMeshDirName);
if (!Directory.Exists(path))
Directory.CreateDirectory(path);
path = CombinePath(path, relativePath);
return path;
}
//Control图保存路径
public static string GetControlMapPath(string mapName, string relativePath = null)
{
var path = string.Format(RootPathFormat, mapName, ControlMapDirName);
if (!Directory.Exists(path))
Directory.CreateDirectory(path);
path = CombinePath(path, relativePath);
return path;
}
//mesh对应材质路径
public static string GetMateriaPath(string mapName, string relativePath = null)
{
var path = string.Format(RootPathFormat, mapName, MatDirName);
if (!Directory.Exists(path))
Directory.CreateDirectory(path);
path = CombinePath(path, relativePath);
return path;
}
//mesh和场景物件转换成prefab对应的配置文件所在路径
public static string GetConfigPath(string relativePath = null)
{
var path = string.Format("Assets/GameAssets/Resources/Config");
if (!Directory.Exists(path))
Directory.CreateDirectory(path);
path = CombinePath(path, relativePath);
return path;
}
public static string GetSceneFile(string mapName)
{
return string.Format(ScenePathFormat, mapName);
}
private static string CombinePath(string path1, string path2)
{
string combinedStr = path1;
if (!string.IsNullOrEmpty(path2))
{
if (path2[0] == '/')
combinedStr = path1 + path2;
else
combinedStr = string.Format("{0}/{1}", path1, path2);
}
combinedStr = combinedStr.Replace("\\", "/");
return combinedStr;
}
}
}