Beispiel #1
0
    private static void BuildAll()
    {
        AssetDatabase.Refresh();
        if (Directory.Exists(XGamePath.OutputPath))
        {
            Directory.Delete(XGamePath.OutputPath, true);
        }
        Directory.CreateDirectory(XGamePath.OutputPath);
        AssetDatabase.Refresh();
        string path = XGamePath.GetResRoot();//Application.dataPath+ "/FakeResources/Prefabs/abtest";//

        AssetCollector.Collecttions(path);
        BinCollector.Collecttions(Application.dataPath + "/Data/", XGamePath.OutputPath);
        ShaderCollector.Collecttions(Application.dataPath + "/Shaders/");

        var options = BuildAssetBundleOptions.ChunkBasedCompression | BuildAssetBundleOptions.DeterministicAssetBundle;

        BuildPipeline.BuildAssetBundles(XGamePath.OutputPath, options, EditorUserBuildSettings.activeBuildTarget);
        AssetDatabase.Refresh();
    }
Beispiel #2
0
 private static void SetTag()
 {
     AssetCollector.Collecttions(XGamePath.GetResRoot());
     AssetCollector.AllSetTag();
 }