using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Text;
public class BuildTool
{
[MenuItem("BuildTool/BuildCloth/BuildSelect")]
static void LgsTest()
{
string defaultPath = getDefaultPath();
string buildPath = EditorUtility.SaveFolderPanel("Build Select Cloth", defaultPath, "");
if (buildPath.Length > 0)
{
saveDefaultPath(buildPath);
}
}
static void saveDefaultPath(string defaultPath)
{
string configPath = System.Environment.CurrentDirectory + "/path.init";
using (FileStream fs = new FileStream(configPath, FileMode.Create))
{
using (StreamWriter sw = new StreamWriter(fs, Encoding.UTF8))
{
sw.Write(defaultPath);
}
}
}
static string getDefaultPath()
{
// System.Environment.CurrentDirectory : 在Unity中指工程的跟目录,即与Assets目录是平级的。
string configPath = System.Environment.CurrentDirectory + "/path.init";
string result = string.Empty;
if (File.Exists(configPath))
{
using (FileStream fs = new FileStream(configPath, FileMode.Open))
{
using (StreamReader sr = new StreamReader(fs, Encoding.UTF8))
{
result = sr.ReadToEnd();
}
}
}
else
{
//Application.dataPath 指Assets目录
result = Application.dataPath;
}
return result;
}
}