timeline 相关代码

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.Timeline;
using System.IO;
using UnityEngine.Playables;

public class ExtractTimelineText
{
    
    [MenuItem("Tools/提取剧情文字")]
    static void Extract(){
        Editor_LuaConfig.Instance().Init();

        string fullPath = "Assets/Resources/Story";  //路径
        string txtPath = Application.dataPath + "/dialog.txt";

        int storyCount = 0;
  
        //获取指定路径下面的所有资源文件  
        if (Directory.Exists(fullPath)){  
            DirectoryInfo direction = new DirectoryInfo(fullPath);  
            FileInfo[] files = direction.GetFiles("*",SearchOption.TopDirectoryOnly);  
  
            // Debug.Log(files.Length);  

            StreamWriter writer; 
            FileInfo file = new FileInfo(txtPath); 
            writer = file.CreateText(); 
            

            for(int i=0;i<files.Length;i++){  
                if (files[i].Name.EndsWith(".meta")){  
                    continue;  
                }  
                if(!files[i].Name.EndsWith(".prefab"))
                    continue;  
                // Debug.Log( "Name:" + files[i].Name );  //打印出来这个文件架下的所有文件

                string prefabPath = fullPath + "/" + files[i].Name;
                GameObject tempObj = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;
                if(tempObj == null){
                    Debug.LogWarning("not found prefab, name: " + prefabPath);
                }else{
                    PlayableDirector playableDirector = tempObj.GetComponent<PlayableDirector>();
                    if(playableDirector == null)
                        continue;
                    
                    writer.WriteLine("------story name " + files[i].Name + "------"); 
  
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