36 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			C#
		
	
	
	
		
		
			
		
	
	
			36 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			C#
		
	
	
	
|  | using System; | ||
|  | using System.Collections.Generic; | ||
|  | using System.Globalization; | ||
|  | using System.IO; | ||
|  | using System.Linq; | ||
|  | using System.Runtime.InteropServices; | ||
|  | using System.Text; | ||
|  | using UnityEngine; | ||
|  | // #if UNITY_EDITOR    //是Unity编辑器才引入 | ||
|  | using UnityEditor; | ||
|  | // #endif | ||
|  | 
 | ||
|  | 
 | ||
|  | public class ATSdkUtil | ||
|  | { | ||
|  | // #if UNITY_EDITOR | ||
|  |     /// <summary> | ||
|  |     /// Gets the path of the asset in the project for a given Anythink plugin export path. | ||
|  |     /// </summary> | ||
|  |     /// <param name="exportPath">The actual exported path of the asset.</param> | ||
|  |     /// <returns>The exported path of the MAX plugin asset or the default export path if the asset is not found.</returns> | ||
|  |     public static string GetAssetPathForExportPath(string exportPath) | ||
|  |     { | ||
|  |         var defaultPath = Path.Combine("Assets", exportPath); | ||
|  |         var assetLabelToFind = "l:al_max_export_path-" + exportPath.Replace(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar); | ||
|  |         var assetGuids = AssetDatabase.FindAssets(assetLabelToFind); | ||
|  | 
 | ||
|  |         return assetGuids.Length < 1 ? defaultPath : AssetDatabase.GUIDToAssetPath(assetGuids[0]); | ||
|  |     } | ||
|  | 
 | ||
|  |     public static bool Exists(string filePath) | ||
|  |     { | ||
|  |         return Directory.Exists(filePath) || File.Exists(filePath); | ||
|  |     } | ||
|  | // #endif | ||
|  | } |