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BITKit/Unity/Scripts/SubSystems/Assets/AssetsRegister.cs

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2023-06-05 16:19:50 +08:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using System.IO;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace BITKit
{
public interface IAssetsRegister
{
void RegisterAssets();
}
}
namespace BITKit.SubSystems.Assets
{
[SubSystemConfig(isMainThread = true)]
public class AssetsRegister : SubBITSystem
{
AssetsProfile assetsProfile;
/* #if UNITY_EDITOR
public override void OnCreate()
{
var scriptableObjects = AssetDatabase
.FindAssets($"t:{nameof(BITKitSO)}")
.Select(x => AssetDatabase.GUIDToAssetPath(x))
.Select(x => AssetDatabase.LoadAssetAtPath<BITKitSO>(x));
assetsProfile = ScriptableObjectHelper.Get<AssetsProfile>();
assetsProfile.createTime = System.DateTime.Now.ToString();
assetsProfile.assets.Clear();
scriptableObjects.ForEach(x =>
{
assetsProfile.assets.Add(x);
});
EditorUtility.SetDirty(assetsProfile);
}
#endif */
public override void OnStart()
{
assetsProfile = ScriptableObjectHelper.Get<AssetsProfile>();
assetsProfile.assets.ForEach(x =>
{
x.RegisterAssets();
});
BIT4Log.Log<AssetsRegister>($"已注册{nameof(AssetsProfile)}:{assetsProfile.assets.Count}个");
}
}
}