using UnityEditor;
public class LoadTagAndLayer : AssetPostprocessor
{
private static string[] Tags = { "aaaa", "bbbb", "cccc", "dddd" };//所有需要添加的tag值
private static string[] Layers = { "AAAA", "BBBB", "CCCC", "DDDD" };//所有需要添加的layer值
/// <summary>
/// 当所有资源加载完毕后执行
/// </summary>
/// <param name="importedAssets"></param>
/// <param name="deletedAssets"></param>
/// <param name="movedAssets"></param>
/// <param name="movedFromAssetPaths"></param>
static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
{
foreach (string s in importedAssets)
{
if (s.Equals("Assets/NewBehaviourScript.cs"))
{
foreach (string item in Tags)
{
AddTag(item);//循环加载tag
}