Beispiel #1
0
    public static void BuildLuaScript()
    {
        //这是build资源的路径
        string buildPath = BuildUtil.GetBuildDir(target);

        string resPath = Path.Combine(buildPath, "lua");

        //resPath = F:/ MyGame / Assets\../ AssetBundles\win\lua

        if (Directory.Exists(resPath))
        {
            Directory.Delete(resPath, true);
        }
        AssetDatabase.Refresh();

        ClearAllLuaFiles();
        if (AppConst.LuaBundleMode)
        {
            //HandleLuaBundle();
        }
        else
        {
            HandleLuaFile(resPath);
        }
        BuildUtil.GenVersionFile(buildPath, BuildUtil.VersionEnum.LUA);
        BuildUtil.BuildFileIndex(buildPath);
        AssetDatabase.Refresh();
    }
Beispiel #2
0
    static void ClearAllLuaFiles()
    {
        string osName = BuildUtil.GetBuildOsDir(target);//win

        string osPath = Application.streamingAssetsPath + "/" + osName;

        string buildPath = BuildUtil.GetBuildDir(target);

        string resPath = Path.Combine(buildPath, "/lua");

        if (Directory.Exists(osPath))
        {
            string[] files = Directory.GetFiles(osPath, "Lua*.unity3d");

            for (int i = 0; i < files.Length; i++)
            {
                File.Delete(files[i]);
            }
        }

        if (Directory.Exists(resPath))
        {
            Directory.Delete(resPath, true);
        }

        string path = osPath + "/Lua";

        if (Directory.Exists(path))
        {
            Directory.Delete(path, true);
        }

        path = Application.dataPath + "/Resources/Lua";

        if (Directory.Exists(path))
        {
            Directory.Delete(path, true);
        }

        path = FXGame.AppConst.GetAppDownDir() + "/" + osName + "/Lua";

        if (Directory.Exists(path))
        {
            Directory.Delete(path, true);
        }
    }
Beispiel #3
0
    static void BuildResourcesExecute()
    {
        Caching.CleanCache();//使用cach模式加载,第一次指定BundleURL,之后会有缓存,需要清除一下

        string buildPath = BuildUtil.GetBuildDir(target);
        string resPath   = Path.Combine(buildPath, "res");

        //if (Directory.Exists(streamPath))
        //{
        //    Directory.Delete(streamPath, true);
        //    if (File.Exists(streamPath + ".meta"))
        //        File.Delete(streamPath + ".meta");
        //}

        AssetDatabase.Refresh();

        ResourcesHandle(resPath);

        BuildUtil.GenVersionFile(buildPath, BuildUtil.VersionEnum.RES);
        BuildUtil.BuildFileIndex(buildPath);
    }