#if UNITY_EDITOR
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;
public class AutoOptimizeAssetes : UnityEditor.AssetPostprocessor
{
/// <summary>
/// 音频资源导入完成之前调用
/// </summary>
private void OnPreprocessAudio()
{
AudioImporter _importer = (AudioImporter)assetImporter;
_importer.preloadAudioData = true;
_importer.forceToMono = true;
}
/// <summary>
/// 从模型(.fbx,.mb文件等)导入动画之前调用
/// </summary>
private void OnPreprocessAnimation()
{
ModelImporter _importer = (ModelImporter)assetImporter;
}
/// <summary>
/// 模型导入之前调用
/// </summary>
private void OnPreprocessModel()
{
ModelImporter _importer = (ModelImporter)assetImporter;
}
/// <summary>
/// 音频资源导入完成之后调用
/// </summary>
/// <param name="clip"></param>
private void OnPostprocessAudio(AudioClip clip)
{
AudioImporter _importer = (AudioImporter)assetImporter;
}
/// <summary>
/// 模型导入完成之后调用
/// </summary>
/// <param name="g"></param>
private void OnPostprocessModel(GameObject g)
{
Debug.Log("导入模型:" + g.name);
}
/// <summary>
/// 精灵的纹理导入完成之后调用
/// </summary>
/// <param name="texture"></param>
/// <param name="sprites"></param>
private void OnPostprocessSprites(Texture2D texture, Sprite[] sprites)
{
Debug.Log("导入纹理:" + texture.name);
}
}
#endif