Beispiel #1
0
        void BuildAB(BuildTarget target, bool rebuild)
        {
            EditorCoroutine.Run(BuildScript.BuildAssetBundle(target, rebuild, () =>
            {
                if (mTarget.BuildScene)
                {
                    BuildScript.BuildStreamingScene(target);
                }

                BuildScript.GenBundleManifest(target);
                BuildScript.GenVersionFile(target);
                mTarget.Groups.Sort((a, b) => b.Size.CompareTo(a.Size));
            }));
        }
Beispiel #2
0
        void DrawBundleConfig(GUILayoutOption[] guiOpts)
        {
            // build
            GUILayout.Space(1f);
            {
                var rect    = EditorGUILayout.GetControlRect();
                var rebuild = mTarget.ForceRebuild;
                var sn      = 5;
                var idx     = -1;
                if (GUI.Button(rect.Split(++idx, sn), "BuildWin"))
                {
                    BuildAB(BuildTarget.StandaloneWindows, rebuild);
                }

                if (GUI.Button(rect.Split(++idx, sn), "BuildAnd"))
                {
                    BuildAB(BuildTarget.Android, rebuild);
                }

                if (GUI.Button(rect.Split(++idx, sn), "BuildiOS"))
                {
                    BuildAB(BuildTarget.iOS, rebuild);
                }

                if (GUI.Button(rect.Split(++idx, sn), "BuildMac"))
                {
                    BuildAB(BuildTarget.StandaloneOSX, rebuild);
                }
            }

            // clean
            GUILayout.Space(1f);
            {
                var rect = EditorGUILayout.GetControlRect();
                var sn   = 5;
                var idx  = -1;
                if (GUI.Button(rect.Split(++idx, sn), "CleanWin"))
                {
                    Directory.Delete(BuildScript.BundleOutDir + (BuildTarget.StandaloneWindows), true);
                }

                if (GUI.Button(rect.Split(++idx, sn), "CleanAnd"))
                {
                    Directory.Delete(BuildScript.BundleOutDir + (BuildTarget.Android), true);
                }

                if (GUI.Button(rect.Split(++idx, sn), "CleaniOS"))
                {
                    Directory.Delete(BuildScript.BundleOutDir + (BuildTarget.iOS), true);
                }

                if (GUI.Button(rect.Split(++idx, sn), "CleanMac"))
                {
                    Directory.Delete(BuildScript.BundleOutDir + (BuildTarget.iOS), true);
                }
            }

            // update prefab lua path
            GUILayout.Space(1f);
            {
                var rect = EditorGUILayout.GetControlRect();
                var sn   = 4;
                var idx  = -1;
                if (GUI.Button(rect.Split(++idx, sn), "Refresh"))
                {
                    Refresh();
                }

                if (GUI.Button(rect.Split(++idx, sn), "FixPrefabLuaPath"))
                {
                    EditorCoroutine.Run(FixPrefabLuaPath());
                }
            }


            EditorGUILayout.LabelField("LastBuildTime",
                                       DateTime.FromFileTime(mTarget.LastBuildTime).ToString("yyyy/MM/dd HH:mm:ss"));
            mTarget.ForceRebuild = EditorGUILayout.Toggle("ForceRebuild", mTarget.ForceRebuild, guiOpts);
            mTarget.BuildScene   = EditorGUILayout.Toggle("BuildScene", mTarget.BuildScene, guiOpts);

            mTarget.BundleBuildOptions =
                (BuildConfig.BuildAssetBundleOptions)EditorGUILayout.EnumFlagsField("BundleBuildOptions",
                                                                                    mTarget.BundleBuildOptions);

            ++EditorGUI.indentLevel;
            foreach (var i in mTarget.Groups)
            {
                i.DrawGroup(0, guiOpts);
            }

            --EditorGUI.indentLevel;
        }