public static void BuildAssetBundles(BuildTarget buildTarget, string channelName) { bool buildForPerChannel = PackageUtils.BuildAssetBundlesForPerChannel(buildTarget); XLuaMenu.CopyLuaFilesToAssetsPackage(); PackageUtils.CheckAndRunAllCheckers(buildForPerChannel, false); DateTime start = DateTime.Now; if (buildForPerChannel) { start = DateTime.Now; CheckAssetBundles.SwitchChannel(channelName); Debug.Log("Finished CheckAssetBundles.SwitchChannel! use " + (DateTime.Now - start).TotalSeconds + "s"); } start = DateTime.Now; InnerBuildAssetBundles(buildTarget, channelName, true); Debug.Log("Finished InnerBuildAssetBundles! use " + (DateTime.Now - start).TotalSeconds + "s"); //转换wwise xml为txt //ConvertXml2Json(Application.dataPath + "/StreamingAssets/SoundbanksInfo.xml", Application.dataPath + "/Wwise/Resources/SoundbanksInfo.txt"); //拷贝所有的音效资源到下载目录 转换xml为json 计算所有资源的md5值并生成尺寸文件 PackageUtils.BuildAudioData(buildTarget, channelName); var targetName = PackageUtils.GetPlatformName(buildTarget); Debug.Log(string.Format("Build assetbundles for platform : {0} and channel : {1} done!", targetName, channelName)); }