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unity场景,骨材导出工具

2012-08-14 
unity场景,素材导出工具使用方法:在unity的Project视图中,建立editor目录,建立javascript,将下面的代码拷

unity场景,素材导出工具

使用方法:
在unity的Project视图中,建立editor目录,建立javascript,将下面的代码拷入.
然后在出现的Level菜单下选择.
用于导出场景或Prefab,然后游戏运行时通过WWW类来加载.
祝大家开心.

#pragma strict#pragma implicit#pragma downcastimport System.Collections.Generic;/////////////////////////////////////////////////////////场景,组件,导出工具.///////////////////////////////////////////////////////** 上次场景保存的名字 */static var lastSceneName:String = "";/** 常量 */static var strSaveScene:String = "指定保存场景的位置";/** 导出的场景后缀 */static var strScenesAssetName = "unity3d";/** 场景后缀 */static var strSceneExtendName = "unity";static var strSceneExportError = "no scene file!";/**导出场景*/@MenuItem("Level4/Export/ExportScene")static function BuildStreaedScene(){var pathList:List.<String> = new List.<String>();var objs:Object[] = Selection.GetFiltered(typeof(Object),SelectionMode.DeepAssets);for(var obj:UnityEngine.Object in objs){var path:String = AssetDatabase.GetAssetPath(obj);if(path.Contains(strSceneExtendName)){pathList.Add(path);}}if(pathList.Count > 0){var locationPath:String = EditorUtility.SaveFilePanel(strSaveScene,"",lastSceneName,strScenesAssetName);if(!String.IsNullOrEmpty(locationPath)){BuildPipeline.BuildStreamedSceneAssetBundle(pathList.ToArray(),locationPath,BuildTarget.WebPlayer);OpenDir(locationPath);}}else{Debug.Log(strSceneExportError);}pathList.Clear();pathList = null;}/**导出素材*/@MenuItem("Level4/Export/ExportResource")static function ExportResource(){var path:String = EditorUtility.SaveFilePanel("导出","","资源名","unity3d");if(path.Length != 0){BuildPipeline.BuildAssetBundle(Selection.activeObject,Selection.objects,path);}}/**导出素材和素材依赖*/@MenuItem("Level4/Export/ExportResourceTrack Dependence")static function ExportResourceTrack(){var path:String = EditorUtility.SaveFilePanel("导出","","资源名","unity3d");if(path.Length != 0){var objs:Object[] = Selection.GetFiltered(Object,SelectionMode.DeepAssets);BuildPipeline.BuildAssetBundle(Selection.activeObject,objs,path,BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);Selection.objects = objs;//打开导出的目录OpenDir(path);}}/**打开目录*/static function OpenDir(path:String){path = System.IO.Directory.GetParent(path).ToString();System.Diagnostics.Process.Start(path);}

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