Unity利用AssetPostprocessor对导入资源进行操作

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将如下代码放入Asset->Editor文件夹下即可,在处理资源时会自动执行对应方法。

using UnityEngine;
using System.Collections;
using UnityEditor;
public class MyEditor : AssetPostprocessor {
 
    //模型导入之前调用
    public void OnPreprocessModel()
    {
        Debug.Log ("OnPreprocessModel="+this.assetPath);
    }
 
    //模型导入之后调用
    public void OnPostprocessModel(GameObject go)
    {
        Debug.Log ("OnPostprocessModel="+go.name);
    }
 
    //Texture导入之前调用,针对Texture进行设置
    public void OnPreprocessTexture()
    {
        Debug.Log ("OnPreProcessTexture="+this.assetPath);
        TextureImporter impor = this.assetImporter as TextureImporter;
        impor.textureType = TextureImporterType.Sprite; //将Texture设置为Sprite
    }
 
 	//Texture导入之后调用,针对Texture进行设置
    public void OnPostprocessTexture(Texture2D tex)
    {
        Debug.Log ("OnPostProcessTexture="+this.assetPath);
    }
 
 	//导入Audio后操作
    public void OnPostprocessAudio(AudioClip clip)
    {
    
    }
 	
 	//导入Audio前操作
    public void OnPreprocessAudio()
    {
        AudioImporter audio = this.assetImporter as AudioImporter;
        audio.format = AudioImporterFormat.Compressed;
    }
 
    //所有的资源的导入,删除,移动,都会调用此方法,注意,这个方法是static的
    public static void OnPostprocessAllAssets(string[]importedAsset,string[] deletedAssets,string[] movedAssets,string[]movedFromAssetPaths)
    {
        Debug.Log ("OnPostprocessAllAssets");
        foreach (string str in importedAsset) {
            Debug.Log("importedAsset = "+str);
        }
        foreach (string str in deletedAssets) {
            Debug.Log("deletedAssets = "+str);
        }
        foreach (string str in movedAssets) {
            Debug.Log("movedAssets = "+str);
        }
        foreach (string str in movedFromAssetPaths) {
            Debug.Log("movedFromAssetPaths = "+str);
        }
    }
}