Unity编辑器之导入导出获取路径对话框
[MenuItem("ExportXmlLanguage/导出xml作为参照文本")]
static void ExportXML()
{
string path = EditorUtility.SaveFilePanel("Save Resource", "", "RootDataLanguage", "xml");
if (path.Length != 0)
{
UnityEngine.Object[] selectedAssetList = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.DeepAssets);
string[] files = Directory.GetFiles(endtargetpath);
int index = 0;
XmlDocument xmlDocument = new XmlDocument();
XmlDeclaration xmlDeclaration = xmlDocument.CreateXmlDeclaration("1.0", "utf-8", null);
xmlDocument.AppendChild(xmlDeclaration);
// 创建XML根标志
XmlElement rootXmlElement = xmlDocument.CreateElement("root");
//遍历所有的游戏对象
foreach (UnityEngine.Object selectObject in selectedAssetList)
{
index++;
string feilname = selectObject.name;
// 创建文件标志
XmlElement feilXmlElement = xmlDocument.CreateElement("tag");
feilXmlElement.InnerText = feilname;
rootXmlElement.AppendChild(feilXmlElement);
xmlDocument.AppendChild(rootXmlElement);
}
// 保存文件数据
xmlDocument.Save(path);
// 刷新Project视图
AssetDatabase.Refresh();
EditorUtility.DisplayDialog("完成", "所有data文件已导入XML", "OK");
}
}
备注:SelectionModehttp://www.ceeger.com/Script/Editor_Enumerations/SelectionMode/SelectionMode.html