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($"t:{nameof(BITKitSO)}") .Select(x => AssetDatabase.GUIDToAssetPath(x)) .Select(x => AssetDatabase.LoadAssetAtPath(x)); assetsProfile = ScriptableObjectHelper.Get(); assetsProfile.createTime = System.DateTime.Now.ToString(); assetsProfile.assets.Clear(); scriptableObjects.ForEach(x => { assetsProfile.assets.Add(x); }); EditorUtility.SetDirty(assetsProfile); } #endif */ public override void OnStart() { assetsProfile = ScriptableObjectHelper.Get(); assetsProfile.assets.ForEach(x => { x.RegisterAssets(); }); BIT4Log.Log($"已注册{nameof(AssetsProfile)}:{assetsProfile.assets.Count}个"); } } }