AssetPostprocessor.OnPostprocessAllAssets 在导入所有资源之后

function OnPostprocessAllAssets (importedAssets : string[], deletedAssets : string[], movedAssets : string[], movedFromPath : string[]) : void

Description描述

This is called after importing of any number of assets is complete (when the Assets progress bar has reached the end).

在一些资源被导入后调用(当资源进度条到达末端)

This call can occur after a manual reimport, or any time you move an asset or folder of assets to a new location in the Project View. All string arrays are filepaths relative to the Project's root Assets folder. importedAssets contains paths of all assets used in the operation. Each consecutive index of movedAssets and movedFromAssetPaths will always refer to the same asset.

这个调用发生在手动导入之后,或者在工程面板中移动一个资源或资源文件夹到新位置时调用.所有的字符串数组是相对于工程根资源文件夹的文件路径.importedAssets包含该操作中使用的所有资源的路径.每个不同的moveAssets和moveFromAssetPaths索引允许引用相同的资源.

If you perform a bulk operation on several individual assets instead of a folder containing those assets, this function will be called once per asset with each individual asset as the only item in the various arrays.

如果你对几个独立资源执行一个批量操作,而这些资源不在一个文件夹内时,每个资源作为各自队列中唯一的单位调用这个函数.

class MyAllPostprocessor extends AssetPostprocessor {

	static function OnPostprocessAllAssets (
	importedAssets : String[],
	deletedAssets : String[],
	movedAssets : String[],
	movedFromAssetPaths : String[])
	{
		for (var str in importedAssets) {
			Debug.Log("Reimported Asset: " + str);
		}

		for (var str in deletedAssets) {
			Debug.Log("Deleted Asset: " + str);
		}

		for (var i=0;i < movedAssets.Length;i++) {
			Debug.Log("Moved Asset: " + movedAssets[i] + " from: " + movedFromAssetPaths[i]);
		}
	}
}
最后修改:2011年1月8日 Saturday 23:45

本脚本参考基于Unity 3.4.1f5

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