GetDirectoryName
How do I use Get Directory Name
Below are practical examples compiled from projects for learning and reference purposes
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File name: PhotonEditor.cs
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827 {
828 get
829 {
830 if (currentSettings == null)
831 {
832 // find out if ServerSettings can be instantiated (existing script check)
833 ScriptableObject serverSettingTest = CreateInstance("ServerSettings");
834 if (serverSettingTest == null)
835 {
836 Debug.LogError(CurrentLang.ServerSettingsMissingLabel);
837 return null;
838 }
839 DestroyImmediate(serverSettingTest);
840
841 // try to load settings from file
842 ReLoadCurrentSettings();
843
844 // if still not loaded, create one
845 if (currentSettings == null)
846 {
847 string settingsPath = Path.GetDirectoryName(PhotonNetwork.serverSettingsAssetPath);
848 if (!Directory.Exists(settingsPath))
849 {
850 Directory.CreateDirectory(settingsPath);
851 AssetDatabase.ImportAsset(settingsPath);
852 }
853
854 currentSettings = (ServerSettings)ScriptableObject.CreateInstance("ServerSettings");
855 if (currentSettings != null)
856 {
857 AssetDatabase.CreateAsset(currentSettings, PhotonNetwork.serverSettingsAssetPath);
858 }
859 else
860 {
861 Debug.LogError(CurrentLang.ServerSettingsMissingLabel);
862 }
863 }
864
865 // settings were loaded or created. set this editor's initial selected region now (will be changed in GUI)
866 if (currentSettings != null)
867 {
868 selectedRegion = currentSettings.PreferredRegion;
869 }
870 }
871
872 return currentSettings;
873 }
874
875 protected set
876 {
877 currentSettings = value;
878 }
879 }
File name: PunSceneSettings.cs
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23 {
24 get
25 {
26 if (!string.IsNullOrEmpty(punSceneSettingsCsPath))
27 {
28 return punSceneSettingsCsPath;
29 }
30
31 // Unity 4.3.4 does not yet have AssetDatabase.FindAssets(). Would be easier.
32 var result = Directory.GetFiles(Application.dataPath, "PunSceneSettings.cs", SearchOption.AllDirectories);
33 if (result.Length >= 1)
34 {
35 punSceneSettingsCsPath = Path.GetDirectoryName(result[0]);
36 punSceneSettingsCsPath = punSceneSettingsCsPath.Replace('\\', '/');
37 punSceneSettingsCsPath = punSceneSettingsCsPath.Replace(Application.dataPath, "Assets");
38
39 // AssetDatabase paths have to use '/' and are relative to the project's folder. Always.
40 punSceneSettingsCsPath = punSceneSettingsCsPath + "/" + SceneSettingsFileName;
41 }
42
43 return punSceneSettingsCsPath;
44 }
45 }
File name: VSCode.cs
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242 {
243 get
244 {
245 return System.IO.Path.GetDirectoryName(UnityEngine.Application.dataPath);
246 }
247 }
File name: Form1.cs
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212 protected override void OnLoad(System.EventArgs e)
213 {
214 base.OnLoad(e);
215 string sPath = Application.ExecutablePath;
216 sPath = System.IO.Path.GetDirectoryName(sPath);
217
218 if (sPath.EndsWith("\\bin"))
219 {
220 sPath = sPath.Substring(0, sPath.Length - 4);
221 }
222
223 gradeclass.DataModule = new gradeclass(sPath);
224
225 }
File name: AnimationBuilder.cs
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57 public List58 {
59 var allAnimClips = AssetDatabase.LoadAllAssetRepresentationsAtPath(scmlAssetPath).OfType
60 Debug.Log(string.Format("Found {0} animation clips at {1}", allAnimClips.Count, scmlAssetPath));
61
62 var newAnimClips = new List
63
64 foreach (var animation in entity.Animations)
65 {
66 var animClip = MakeAnimationClip(root, animation, Path.GetDirectoryName(scmlAssetPath));
67 Debug.Log(string.Format("Added animClip({0}) to asset path ({1}) WrapMode:{2}", animClip.name, scmlAssetPath, animClip.wrapMode));
68 newAnimClips.Add(animClip);
69
70 var originalAnimClip = allAnimClips.Where(clip => clip.name == animClip.name).FirstOrDefault();
71 if (originalAnimClip != null)
72 {
73 Debug.Log("Replacing animation clip " + animClip.name);
74 EditorUtility.CopySerialized(animClip, originalAnimClip);
75 allAnimClips.Remove(originalAnimClip);
76 }
77 else
78 AssetDatabase.AddObjectToAsset(animClip, scmlAssetPath);
79 }
80
81 //Remove any animation clips that are no longer present in the SCML
82 foreach(var clip in allAnimClips)
83 {
84 //This may be a bad idea
85 UnityEngine.Object.DestroyImmediate(clip, true);
86 }
87
88 return newAnimClips;
89 }
File name: ScmlPostProcessor.cs
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66 static void ImportScml(string assetPath)
67 {
68 string folderPath = Path.GetDirectoryName(assetPath);
69
70 //Load the SCML as XML
71 var doc = new XmlDocument();
72 doc.Load(assetPath);
73
74 //Parse the SCML file
75 var scml = new Spriter.ScmlObject(doc);
76
77 //TODO: Verify that all files/folders exist
78 var pb = new PrefabBuilder();
79 foreach (var entity in scml.Entities)
80 {
81 //TODO: Settings file to customize prefab location
82 var prefabPath = Path.Combine(folderPath, entity.Name + ".prefab");
83
84 //Change to forward slash for asset database friendliness
85 prefabPath = prefabPath.Replace('\\', '/');
86
87 //Either instantiate the existing prefab or create a new one
88 GameObject go;
89 var prefabGo = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject));
90 if (prefabGo == null)
91 {
92 go = new GameObject();
93 prefabGo = PrefabUtility.CreatePrefab(prefabPath, go, ReplacePrefabOptions.ConnectToPrefab);
94 }
95 else
96 {
97 go = GameObject.Instantiate(prefabGo) as GameObject;
98
99 var oldAnimator = go.GetComponent
100 if (oldAnimator) GameObject.DestroyImmediate(oldAnimator);
101 }
102
103 //Build the prefab based on the supplied entity
104 pb.MakePrefab(entity, go, folderPath);
105
106 var animator = go.AddComponent
107
108
109
110 //Add animations to prefab object
111 var anim = new AnimationBuilder();
112 var allAnimClips = anim.BuildAnimationClips(go, entity, prefabPath);
113 AssetDatabase.SaveAssets();
114
115 var animatorControllerPath = Path.ChangeExtension(prefabPath, "controller");
116 UnityEditor.Animations.AnimatorController oldController = (UnityEditor.Animations.AnimatorController)AssetDatabase.LoadAssetAtPath(animatorControllerPath, typeof (UnityEditor.Animations.AnimatorController));
117 UnityEditor.Animations.AnimatorController controller = oldController;
118
119 if (!oldController)
120 {
121 controller = UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath(animatorControllerPath);
122 foreach (var animationClip in allAnimClips)
123 {
124 if (animationClip)
125 {
126 //UnityEditor.Animations.AnimatorController.AddAnimationClipToController(controller, animationClip);
127 }
128 }
129 }
130 UnityEditor.Animations.AnimatorController.SetAnimatorController(animator, controller);
131 go.SetActive(true);
132 //Update the prefab
133 PrefabUtility.ReplacePrefab(go, prefabGo, ReplacePrefabOptions.ConnectToPrefab);
134
135 //Add a generic avatar - because why not?
136 //TODO: May need to eventually break this into a separate class
137 // ie: if we want to look for a root motion node by naming convention
138 //var avatar = AvatarBuilder.BuildGenericAvatar(go, "");
139 //avatar.name = go.name;
140 //AssetDatabase.AddObjectToAsset(avatar, prefabPath);
141
142 GameObject.DestroyImmediate(go);
143
144 AssetDatabase.SaveAssets();
145 }
146 }
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