AssetDatabase是一个能获取工程资源的API,它提供一些方法比如:查找、加载、创建、删除和修改。Unity需要了解工程文件夹里的所有改变,假如想要获取或修改资源文件,就使用 AssetDatabase的API而不是文件IO流。
导入资源
Unity导入资源通常是用鼠标手动拖动到工程面板里,但是也可能需要脚本控制资源的导入,为了使用脚本导入可以使用AssetDatabase.ImportAsset方法,比如:
using UnityEngine; using UnityEditor; public class ImportAsset { [MenuItem ("AssetDatabase/ImportExample")] static void ImportExample () {
AssetDatabase.ImportAsset("Assets/Textures/texture.jpg", ImportAssetOptions.Default); } }
加载资源
加载资源可以用这些方法:AssetDatabase.LoadAssetAtPath, AssetDatabase.LoadMainAssetAtPath, AssetDatabase.LoadAllAssetRepresentationsAtPath 和AssetDatabase.LoadAllAssetsAtPath.
using UnityEngine; using UnityEditor; public class ImportAsset { [MenuItem ("AssetDatabase/LoadAssetExample")] static void ImportExample () { Texture2D t = AssetDatabase.LoadAssetAtPath("Assets/Textures/texture.jpg", typeof(Texture2D)) as Texture2D; } }
用AssetDatabase做文件操作
由于unity采用元数据的文件方式,你需要对文件做创建、移动或者删除操作,可以用以下这些方法替代操作: AssetDatabase.Contains,AssetDatabase.CreateAsset, AssetDatabase.CreateFolder, AssetDatabase.RenameAsset, AssetDatabase.CopyAsset, AssetDatabase.MoveAsset,AssetDatabase.MoveAssetToTrash and AssetDatabase.DeleteAsset.
public class AssetDatabaseIOExample { [MenuItem ("AssetDatabase/FileOperationsExample")] static void Example () { string ret; // Create Material material = new Material (Shader.Find("Specular")); AssetDatabase.CreateAsset(material, "Assets/MyMaterial.mat"); if(AssetDatabase.Contains(material)) Debug.Log("Material asset created"); // Rename ret = AssetDatabase.RenameAsset("Assets/MyMaterial.mat", "MyMaterialNew"); if(ret == "") Debug.Log("Material asset renamed to MyMaterialNew"); else Debug.Log(ret); // Create a Folder ret = AssetDatabase.CreateFolder("Assets", "NewFolder"); if(AssetDatabase.GUIDToAssetPath(ret) != "") Debug.Log("Folder asset created"); else Debug.Log("Couldn't find the GUID for the path"); // Move ret = AssetDatabase.MoveAsset(AssetDatabase.GetAssetPath(material), "Assets/NewFolder/MyMaterialNew.mat"); if(ret == "") Debug.Log("Material asset moved to NewFolder/MyMaterialNew.mat"); else Debug.Log(ret); // Copy if(AssetDatabase.CopyAsset(AssetDatabase.GetAssetPath(material), "Assets/MyMaterialNew.mat")) Debug.Log("Material asset copied as Assets/MyMaterialNew.mat"); else Debug.Log("Couldn't copy the material"); // Manually refresh the Database to inform of a change AssetDatabase.Refresh(); Material MaterialCopy = AssetDatabase.LoadAssetAtPath("Assets/MyMaterialNew.mat", typeof(Material)) as Material; // Move to Trash if(AssetDatabase.MoveAssetToTrash(AssetDatabase.GetAssetPath(MaterialCopy))) Debug.Log("MaterialCopy asset moved to trash"); // Delete if(AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(material))) Debug.Log("Material asset deleted"); if(AssetDatabase.DeleteAsset("Assets/NewFolder")) Debug.Log("NewFolder deleted"); // Refresh the AssetDatabase after all the changes AssetDatabase.Refresh(); } }
当你完成资源的修改后,应该调用AssetDatabase.Refresh方法来确认你的改变。