using System.Diagnostics;
using UnityEditor;
using UnityEngine;
namespace Axibug.Editor
{
///
/// 打开文件夹相关的实用函数。
///
public static class OpenFolder
{
///
/// 打开 Data Path 文件夹。
///
[MenuItem("Axibug/Open Folder/Data Path", false, 10)]
public static void OpenFolderDataPath()
{
Execute(Application.dataPath);
}
///
/// 打开 Persistent Data Path 文件夹。
///
[MenuItem("Axibug/Open Folder/Persistent Data Path", false, 11)]
public static void OpenFolderPersistentDataPath()
{
Execute(Application.persistentDataPath);
}
///
/// 打开 Streaming Assets Path 文件夹。
///
[MenuItem("Axibug/Open Folder/Streaming Assets Path", false, 12)]
public static void OpenFolderStreamingAssetsPath()
{
Execute(Application.streamingAssetsPath);
}
///
/// 打开 Temporary Cache Path 文件夹。
///
[MenuItem("Axibug/Open Folder/Temporary Cache Path", false, 13)]
public static void OpenFolderTemporaryCachePath()
{
Execute(Application.temporaryCachePath);
}
#if UNITY_2018_3_OR_NEWER
///
/// 打开 Console Log Path 文件夹。
///
[MenuItem("Axibug/Open Folder/Console Log Path", false, 14)]
public static void OpenFolderConsoleLogPath()
{
Execute(System.IO.Path.GetDirectoryName(Application.consoleLogPath));
}
#endif
///
/// 打开指定路径的文件夹。
///
/// 要打开的文件夹的路径。
public static void Execute(string folder)
{
folder = Utility.Text.Format("\"{0}\"", folder);
switch (Application.platform)
{
case RuntimePlatform.WindowsEditor:
Process.Start("Explorer.exe", folder.Replace('/', '\\'));
break;
case RuntimePlatform.OSXEditor:
Process.Start("open", folder);
break;
default:
throw new GameException(Utility.Text.Format("Not support open folder on '{0}' platform.", Application.platform.ToString()));
}
}
}
}