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Init TEngine4.0.0
Init TEngine4.0.0
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55
UnityProject/Packages/YooAsset/Editor/UxmlLoader.cs
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55
UnityProject/Packages/YooAsset/Editor/UxmlLoader.cs
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#if UNITY_2019_4_OR_NEWER
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEditor.UIElements;
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using UnityEngine.UIElements;
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namespace YooAsset.Editor
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{
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public class UxmlLoader
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{
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private readonly static Dictionary<System.Type, string> _uxmlDic = new Dictionary<System.Type, string>();
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/// <summary>
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/// 加载窗口的布局文件
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/// </summary>
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public static UnityEngine.UIElements.VisualTreeAsset LoadWindowUXML<TWindow>() where TWindow : class
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{
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var windowType = typeof(TWindow);
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// 缓存里查询并加载
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if (_uxmlDic.TryGetValue(windowType, out string uxmlGUID))
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{
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string assetPath = AssetDatabase.GUIDToAssetPath(uxmlGUID);
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if (string.IsNullOrEmpty(assetPath))
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{
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_uxmlDic.Clear();
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throw new System.Exception($"Invalid UXML GUID : {uxmlGUID} ! Please close the window and open it again !");
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}
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var treeAsset = AssetDatabase.LoadAssetAtPath<UnityEngine.UIElements.VisualTreeAsset>(assetPath);
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return treeAsset;
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}
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// 全局搜索并加载
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string[] guids = AssetDatabase.FindAssets(windowType.Name);
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if (guids.Length == 0)
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throw new System.Exception($"Not found any assets : {windowType.Name}");
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foreach (string assetGUID in guids)
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{
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string assetPath = AssetDatabase.GUIDToAssetPath(assetGUID);
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var assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
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if (assetType == typeof(UnityEngine.UIElements.VisualTreeAsset))
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{
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_uxmlDic.Add(windowType, assetGUID);
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var treeAsset = AssetDatabase.LoadAssetAtPath<UnityEngine.UIElements.VisualTreeAsset>(assetPath);
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return treeAsset;
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}
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}
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throw new System.Exception($"Not found UXML file : {windowType.Name}");
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}
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}
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}
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#endif
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