unity, asset operations

//----create asset

//ref: http://wiki.unity3d.com/index.php?title=CreateScriptableObjectAsset

CmyScriptableObject asset = ScriptableObject.CreateInstance<CmyScriptableObject> ();
 
        AssetDatabase.CreateAsset (asset, path);

        AssetDatabase.SaveAssets ();
        AssetDatabase.Refresh();
        EditorUtility.FocusProjectWindow ();
        Selection.activeObject = asset;


        //注:CmyScriptableObject类型最好单独定义在CmyScriptableObject.cs文件里,以保证所生成的asset文件的Script成员为非空。

//----create a scriptable object and add it to an existing asset
                    CmyScriptableObject obj = ScriptableObject.CreateInstance<CmyScriptableObject> ();
                    AssetDatabase.AddObjectToAsset(obj,existingAsset);

                    // Reimport the asset after adding an object.
                    // Otherwise the change only shows up when saving the project
                    AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(obj));


                    Selection.activeObject = obj;

//----remove object in asset

//ref : http://answers.unity3d.com/questions/219465/how-can-i-remove-an-object-from-an-asset.html

                    UnityEngine.Object.DestroyImmediate(obj, true);

            //save

                          AssetDatabase.SaveAssets();

//----get subasset of certain class type

CmyScriptableObject obj = AssetDatabase.LoadAssetAtPath<CmyScriptableObject> (path);
       

//----get all objects(sub assets) from assets

//ref: http://answers.unity3d.com/questions/1066162/how-do-i-return-the-path-of-a-sub-asset-in-an-asse.html

//suppose asset have objects(sub assets) attached to it

UnityEngine.Object[] allassets = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(asset));
                    int assetCount=allassets.Length;
                    Debug.Log("assetCount:"+assetCount);
                    for(int i=0;i<assetCount;i++){
                        UnityEngine.Object _asset=allassets[i];
                        Debug.Log(_asset.name);
                    }

//----save asset

//if only want save the specified asset, use:

EditorUtility.SetDirty (asset);

//if want save all assets, use:

AssetDatabase.SaveAssets ();

//----rename asset

string errorMessage=AssetDatabase.RenameAsset(AssetDatabase.GetAssetPath(asset),"new name");
            if(errorMessage.Length==0){
                Debug.Log("rename asset succ");
            }else{
                Debug.Log("rename asset failed: "+errorMessage);
            }

//----rename subasset

CmyScriptableObject subAsset = AssetDatabase.LoadAssetAtPath<CmyScriptableObject> (AssetDatabase.GetAssetPath(asset));
        subAsset.name = "new name";

//----hide subasset in Assets folder

//ref: http://answers.unity3d.com/questions/210726/how-to-hide-files-in-project-directory.html

CmyScriptableObject subAsset = AssetDatabase.LoadAssetAtPath<CmyScriptableObject> (AssetDatabase.GetAssetPath(asset));
  subAsset.hideFlags = HideFlags.HideInHierarchy;

原文地址:https://www.cnblogs.com/wantnon/p/5095651.html