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@@ -104,6 +104,9 @@ namespace GFGEditor
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public static string[] ShaderSrcPaths { get { return new string[] { ResRootPath + $"ArtProject/{ResPathUtil.Shader_DIR_PATH}/" }; } }
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public static string ShaderTargetPath = $"{ResPathUtil.Shader_DIR_PATH}/";
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public static string ShaderMd5FileSaveName = "ShaderMd5";
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+ public static string[] ModelSrcPaths { get { return new string[] { ResRootPath + $"ArtProject/{ResPathUtil.Model_DIR_PATH}/" }; } }
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+ public static string ModelTargetPath = $"{ResPathUtil.Model_DIR_PATH}/";
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+ public static string ModelMd5FileSaveName = "ModelMd5";
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public static string[] TextureSrcPaths { get { return new string[] { ResRootPath + $"ArtProject/{ResPathUtil.Texture_DIR_PATH}/Effect/" }; } }
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@@ -208,6 +211,9 @@ namespace GFGEditor
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//Shader
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EditorUtility.DisplayProgressBar("进度", "正在导入Shader", 1);
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ImportRes(ShaderSrcPaths, ShaderTargetPath, ShaderMd5FileSaveName);
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+ //model
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+ EditorUtility.DisplayProgressBar("进度", "正在导入Mhader", 1);
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+ ImportRes(ModelSrcPaths, ModelTargetPath, ModelMd5FileSaveName);
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//图片
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EditorUtility.DisplayProgressBar("进度", "正在导入特效图片", 1);
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@@ -239,7 +245,7 @@ namespace GFGEditor
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}
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foreach (string dir in sourceDirs)
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{
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- files = FileUtil.CopyFilesTo(dir, targetDir, saveName, new string[] { ".png", ".jpg", ".mp3", ".meta", ".mat", ".shader", ".tga" }, ragule);
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+ files = FileUtil.CopyFilesTo(dir, targetDir, saveName, new string[] { ".png", ".jpg", ".mp3", ".meta", ".mat", ".shader", ".tga", ".FBX" }, ragule);
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foreach (var file in files)
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{
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Debug.LogFormat("更新{0}", file);
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