Beispiel #1
0
        private static void CallBuildMethods()
        {
            if (IGGEditorBuildSettings.configBuild)
            {
                Cfg2AssetsTool.EncodeAllCfg();
            }

            if (IGGEditorBuildSettings.assetBundleBuild)
            {
                IGGBuildPipeline.BuildAssetbundle();
            }
        }
Beispiel #2
0
    static void Patch()
    {
        CommandHelper.InitFromCommandLine();

        // 序列化配置
        Cfg2AssetsTool.EncodeAllCfg();

        // 导出AssetBundle
        IGGBuildPipeline.BuildAssetbundle();

        // 拷贝
        FullVersionResource.CopyAssets(false);

        // 拷贝到补丁仓库
        FullVersionResource.CopyPatch();
    }
Beispiel #3
0
    // 导出工程
    static void Export()
    {
        CommandHelper.InitFromCommandLine();

        BuildTarget target = EditorUserBuildSettings.activeBuildTarget;

        BuildSetting(target);

        ExportType et = CommandHelper.ExportType;

        Debug.LogFormat("Export Type: {0}", et);

        if ((et & ExportType.ASSET_BUNDLE) != 0)
        {
            // 序列化配置
            Cfg2AssetsTool.EncodeAllCfg();
            // 导出AssetBundle
            IGGBuildPipeline.BuildAssetbundle();
        }

        if ((et & ExportType.UWA) != 0)
        {
            InitUWA();
        }

        if ((et & ExportType.PROJECT) != 0)
        {
#if HOTFIX_ENABLE
            // xlua生成
            CSObjectWrapEditor.Generator.GenAll();
#endif

            // 导出工程
            BuildProject(target);

#if HOTFIX_ENABLE
            CSObjectWrapEditor.Generator.ClearAll();
#endif
        }
    }
Beispiel #4
0
 // 重新导出AssetBundle信息
 static void ReimportAssetBundle()
 {
     //CommandHelper.InitFromCommandLine();
     //Cfg2AssetsTool.EncodeAllCfg();
     IGGBuildPipeline.ReimportAll(true);
 }