Files
AudioSystem/Assets/Scripts/OCES/Audio/HandWritten/Editor/AudioExtendSettingsProvider.cs
T

64 lines
2.4 KiB
C#

using UnityEngine;
using UnityEditor;
namespace OCES.Audio.Editor
{
static class AudioExtendSettingsProvider
{
const string k_assetPath = "Assets/Settings/AudioExtendSettings.asset";
[SettingsProvider]
static SettingsProvider Create()
{
return new SettingsProvider("Project/Audio Extend", SettingsScope.Project)
{
label = "Audio Extend",
guiHandler = _ =>
{
AudioExtendSettings settings = AssetDatabase.LoadAssetAtPath<AudioExtendSettings>(k_assetPath);
if (!settings)
{
EditorGUILayout.HelpBox(
$"未找到 AudioExtendSettings.asset\n期望路径: {k_assetPath}",
MessageType.Warning);
if (GUILayout.Button("创建默认配置"))
CreateDefaultAsset();
return;
}
SerializedObject serializedObject = new(settings);
SerializedProperty serializedProperty = serializedObject.GetIterator();
serializedProperty.NextVisible(true); // 跳过 Script 字段
EditorGUI.BeginChangeCheck();
while (serializedProperty.NextVisible(false))
{
EditorGUILayout.PropertyField(serializedProperty, true);
}
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
EditorUtility.SetDirty(settings);
AssetDatabase.SaveAssets();
}
},
keywords = new[] { "Audio", "SFX", "Music", "Mixer", "Path", "Import" },
};
}
[MenuItem("Tools/Audio/Create AudioExtendSettings Asset")]
static void CreateDefaultAsset()
{
if (!AssetDatabase.IsValidFolder("Assets/Settings"))
AssetDatabase.CreateFolder("Assets", "Settings");
var asset = ScriptableObject.CreateInstance<AudioExtendSettings>();
AssetDatabase.CreateAsset(asset, k_assetPath);
AssetDatabase.SaveAssets();
Debug.Log($"[AudioExtend] 已创建默认配置:{k_assetPath}");
}
}
}