/// <summary> /// 最新包 /// </summary> void LastestGUI() { GUILayout.BeginVertical(); if (GUILayout.Button("检测资源", GUILayout.Width(100))) { exportPath = EditorUtility.OpenFolderPanel("选择导出目录", Application.dataPath, ""); if (string.IsNullOrEmpty(exportPath)) { return; } if (isSelectWindows) { AssetBundleEditorTools.CheackAssets(rootResourceDir, exportPath + "/Windows", BuildTarget.StandaloneWindows); } if (isSelectAndroid) { AssetBundleEditorTools.CheackAssets(rootResourceDir, exportPath + "/Android", BuildTarget.Android); } if (isSelectIOS) { AssetBundleEditorTools.CheackAssets(rootResourceDir, exportPath + "/iOS", BuildTarget.iOS); } AssetDatabase.Refresh(); Debug.Log("资源打包完毕"); } if (GUILayout.Button("一键打包[美术资源]", GUILayout.Width(380), GUILayout.Height(30))) { var exportPath = EditorUtility.OpenFolderPanel("选择导出目录", Application.dataPath, ""); if (string.IsNullOrEmpty(exportPath)) { return; } //开始打包 if (isSelectWindows) { AssetBundleEditorTools.GenAssetBundle(rootResourceDir, exportPath + "/Windows", BuildTarget.StandaloneWindows, options); } if (isSelectAndroid) { AssetBundleEditorTools.GenAssetBundle(rootResourceDir, exportPath + "/Android", BuildTarget.Android, options); } if (isSelectIOS) { AssetBundleEditorTools.GenAssetBundle(rootResourceDir, exportPath + "/iOS", BuildTarget.iOS, options); } AssetDatabase.Refresh(); Debug.Log("资源打包完毕"); } GUILayout.EndVertical(); }
/// <summary> /// 最新包 /// </summary> void LastestGUI() { GUILayout.BeginVertical(); if (GUILayout.Button("检测资源", GUILayout.Width(100))) { if (isSelectWindows) { AssetBundleEditorTools.CheackAssets(rootResourceDir, Application.streamingAssetsPath + "/Windows", BuildTarget.StandaloneWindows); } if (isSelectAndroid) { AssetBundleEditorTools.CheackAssets(rootResourceDir, Application.streamingAssetsPath + "/Android", BuildTarget.Android); } if (isSelectIOS) { AssetBundleEditorTools.CheackAssets(rootResourceDir, Application.streamingAssetsPath + "/iOS", BuildTarget.iOS); } AssetDatabase.Refresh(); Debug.Log("资源打包完毕"); } if (GUILayout.Button("一键打包[美术资源]", GUILayout.Width(380), GUILayout.Height(30))) { //开始打包 if (isSelectWindows) { AssetBundleEditorTools.GenAssetBundle(rootResourceDir, Application.streamingAssetsPath + "/Windows", BuildTarget.StandaloneWindows); } if (isSelectAndroid) { AssetBundleEditorTools.GenAssetBundle(rootResourceDir, Application.streamingAssetsPath + "/Android", BuildTarget.Android); } if (isSelectIOS) { AssetBundleEditorTools.GenAssetBundle(rootResourceDir, Application.streamingAssetsPath + "/iOS", BuildTarget.iOS); } AssetDatabase.Refresh(); Debug.Log("资源打包完毕"); } GUILayout.EndVertical(); }
/// <summary> /// 最新包 /// </summary> void LastestGUI() { GUILayout.BeginVertical(); if (GUILayout.Button("检测资源", GUILayout.Width(100))) { exportPath = EditorUtility.OpenFolderPanel("选择导出目录", Application.dataPath, ""); if (string.IsNullOrEmpty(exportPath)) { return; } if (isSelectAndroid) { AssetBundleEditorTools.CheackAssets(rootResourceDir, exportPath + "/Android", BuildTarget.Android); } if (isSelectIOS) { AssetBundleEditorTools.CheackAssets(rootResourceDir, exportPath + "/iOS", BuildTarget.iOS); } AssetDatabase.Refresh(); Debug.Log("资源打包完毕"); } if (GUILayout.Button("收集Shader keyword", GUILayout.Width(200))) { ShaderCollection.GenShaderVariant(); } if (GUILayout.Button("一键打包[美术资源]", GUILayout.Width(380), GUILayout.Height(30))) { exportPath = EditorUtility.OpenFolderPanel("选择导出目录", Application.dataPath, ""); if (string.IsNullOrEmpty(exportPath)) { return; } //开始打包 BuildAsset(); } GUILayout.EndVertical(); }