Parameter.cs
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using System;using System.Collections.Generic;using System.Linq;using UnityEngine;using System.IO;namespace Common{ public static class Parameter { public static string AssetPath = "Assets/Config";#if UNITY_EDITOR public static void SaveAsset<T>(string assetFileName) where T : ScriptableObject { var filePath = AssetPath + "/" + assetFileName; File.Delete(filePath); UnityEditor.AssetDatabase.CreateAsset(ScriptableObject.CreateInstance<T>(), filePath); if (File.Exists(filePath)) { Debug.Log("保存配置[" + typeof(T) + "]成功,路径:" + filePath); } else { Debug.Log("保存配置失败,路径为[" + filePath + "],请检查是否正确"); } }#endif public static T LoadAsset<T>(string assetFileName) where T : ScriptableObject {//注意:此函数只能在系统函数中调用 var nameWithoutSuffix = assetFileName.Substring(0, assetFileName.IndexOf('.')); var assetPath = AssetPath.Replace('\\', '/'); var from = assetPath.LastIndexOf("Resources", StringComparison.Ordinal) + "Resources".Length; var pathWithoutResources = assetPath.Substring(from).TrimStart('/'); var path = pathWithoutResources + "/" + nameWithoutSuffix; return Resources.Load<T>(path); } }}
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- Parameter.cs
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