static public void ToolsToolsCopyAssetbundles() { var buildTargetName = PackageUtils.GetCurPlatformName(); var channelName = PackageUtils.GetCurSelectedChannel().ToString(); bool checkCopy = EditorUtility.DisplayDialog("Copy AssetBundles To StreamingAssets Warning", string.Format("Copy AssetBundles to streamingAssets folder for : \n\nplatform : {0} \nchannel : {1} \n\nContinue ?", buildTargetName, channelName), "Confirm", "Cancel"); if (!checkCopy) { return; } PackageUtils.CopyCurSettingAssetBundlesToStreamingAssets(); }
static public void ToolBuildForCurrentSetting() { var buildTargetName = PackageUtils.GetCurPlatformName(); var channelName = PackageUtils.GetCurSelectedChannel().ToString(); bool checkCopy = EditorUtility.DisplayDialog("Build AssetBundles Warning", string.Format("Build AssetBundles for : \n\nplatform : {0} \nchannel : {1} \n\nContinue ?", buildTargetName, channelName), "Confirm", "Cancel"); if (!checkCopy) { return; } PackageTool.BuildAssetBundlesForCurrentChannel(); }
static public void ToolRunAllCheckers() { var buildTargetName = PackageUtils.GetCurPlatformName(); var channelName = PackageUtils.GetCurSelectedChannel().ToString(); bool checkCopy = EditorUtility.DisplayDialog("Run Checkers Warning", string.Format("Run Checkers for : \n\nplatform : {0} \nchannel : {1} \n\nContinue ?", buildTargetName, channelName), "Confirm", "Cancel"); if (!checkCopy) { return; } CheckAssetBundles.Run(); }
static public void ToolsClearPersistentAssets() { // bool checkClear = EditorUtility.DisplayDialog("ClearPersistentAssets Warning", // "Clear persistent assetbundles will force to update all assetbundles that difference with streaming assets assetbundles, continue ?", // "Yes", "No"); // if (!checkClear) // { // return; // } string outputPath = Path.Combine(Application.persistentDataPath, AssetBundleConfig.AssetBundlesFolderName); UtilityGame.SafeDeleteDir(outputPath); Debug.Log(string.Format("Clear {0} assetbundle persistent assets done!", PackageUtils.GetCurPlatformName())); }
static public void ToolsClearStreamingAssets() { bool checkClear = EditorUtility.DisplayDialog("ClearStreamingAssets Warning", "Clear streaming assets assetbundles will lost the latest player build info, continue ?", "Yes", "No"); if (!checkClear) { return; } string outputPath = Path.Combine(Application.streamingAssetsPath, AssetBundleConfig.AssetBundlesFolderName); GameUtility.SafeClearDir(outputPath); AssetDatabase.Refresh(); Debug.Log(string.Format("Clear {0} assetbundle streaming assets done!", PackageUtils.GetCurPlatformName())); }
static void CheckSimulateModelEnv() { if (!AssetBundleConfig.IsSimulateMode) { return; } var buildTargetName = PackageUtils.GetCurPlatformName(); var channelName = PackageUtils.GetCurSelectedChannel().ToString(); var outputManifest = PackageUtils.GetCurBuildSettingAssetBundleManifestPath(); bool hasBuildAssetBundles = false; if (!File.Exists(outputManifest)) { bool checkBuild = EditorUtility.DisplayDialog("Build AssetBundles Warning", string.Format("Build AssetBundles for : \n\nplatform : {0} \nchannel : {1} \n\nContinue ?", buildTargetName, channelName), "Confirm", "Cancel"); if (!checkBuild) { ToggleEditorMode(); return; } hasBuildAssetBundles = true; BuildPlayer.BuildAssetBundlesForCurSetting(); } var streamingManifest = PackageUtils.GetCurBuildSettingStreamingManifestPath(); if (hasBuildAssetBundles || !File.Exists(streamingManifest)) { bool checkCopy = EditorUtility.DisplayDialog("Copy AssetBundles To StreamingAssets Warning", string.Format("Copy AssetBundles to streamingAssets folder for : \n\nplatform : {0} \nchannel : {1} \n\nContinue ?", buildTargetName, channelName), "Confirm", "Cancel"); if (!checkCopy) { ToggleEditorMode(); return; } // 拷贝到StreamingAssets目录时,相当于执行大版本更新,那么沙盒目录下的数据就作废了 // 真机上会对比这两个目录下的App版本号来删除,编辑器下暴力一点,直接删除 ToolsClearPersistentAssets(); PackageUtils.CopyCurSettingAssetBundlesToStreamingAssets(EditorUserBuildSettings.activeBuildTarget); } LaunchAssetBundleServer.CheckAndDoRunning(); }
static public void ToolsClearOutput() { var buildTargetName = PackageUtils.GetCurPlatformName(); var channelName = PackageUtils.GetCurSelectedChannel().ToString(); bool checkClear = EditorUtility.DisplayDialog("ClearOutput Warning", string.Format("Clear output assetbundles will force to rebuild all : \n\nplatform : {0} \nchannel : {1} \n\n continue ?", buildTargetName, channelName), "Yes", "No"); if (!checkClear) { return; } string outputPath = PackageUtils.GetCurBuildSettingAssetBundleOutputPath(); GameUtility.SafeDeleteDir(outputPath); Debug.Log(string.Format("Clear done : {0}", outputPath)); }
static public void ToolsCopyAssetbundles() { var buildTargetName = PackageUtils.GetCurPlatformName(); var channelName = PackageUtils.GetCurSelectedChannel().ToString(); bool checkCopy = EditorUtility.DisplayDialog("Copy AssetBundles To StreamingAssets Warning", string.Format("Copy AssetBundles to streamingAssets folder for : \n\nplatform : {0} \nchannel : {1} \n\nContinue ?", buildTargetName, channelName), "Confirm", "Cancel"); if (!checkCopy) { return; } // 拷贝到StreamingAssets目录时,相当于执行大版本更新,那么沙盒目录下的数据就作废了 // 真机上会对比这两个目录下的App版本号来删除,编辑器下暴力一点,直接删除 ToolsClearPersistentAssets(); PackageUtils.CopyCurSettingAssetBundlesToStreamingAssets(); }
static public void ToolRunAllCheckers() { var buildTargetName = PackageUtils.GetCurPlatformName(); var channelName = PackageUtils.GetCurSelectedChannel().ToString(); bool checkCopy = EditorUtility.DisplayDialog("Run Checkers Warning", string.Format("Run Checkers for : \n\nplatform : {0} \nchannel : {1} \n\nContinue ?", buildTargetName, channelName), "Confirm", "Cancel"); if (!checkCopy) { return; } bool checkChannel = PackageUtils.BuildAssetBundlesForPerChannel(EditorUserBuildSettings.activeBuildTarget); PackageUtils.CheckAndRunAllCheckers(checkChannel, true); AddressCofing2Lua.instance.WriteAssetsAddress(); }
static void CheckSimulateModelEnv() { if (!AssetBundleConfig.IsSimulateMode) { return; } var buildTargetName = PackageUtils.GetCurPlatformName(); var channelName = PackageUtils.GetCurSelectedChannel().ToString(); var outputManifest = PackageUtils.GetCurBuildSettingOutputManifestPath(); bool hasBuildAssetBundles = false; if (!File.Exists(outputManifest)) { bool checkBuild = EditorUtility.DisplayDialog("Build AssetBundles Warning", string.Format("Build AssetBundles for : \n\nplatform : {0} \nchannel : {1} \n\nContinue ?", buildTargetName, channelName), "Confirm", "Cancel"); if (!checkBuild) { ToggleEditorMode(); return; } hasBuildAssetBundles = true; BuildPlayer.BuildAssetBundlesForCurSetting(); } var streamingManifest = PackageUtils.GetCurBuildSettingStreamingManifestPath(); if (hasBuildAssetBundles || !File.Exists(streamingManifest)) { bool checkCopy = EditorUtility.DisplayDialog("Copy AssetBundles To StreamingAssets Warning", string.Format("Copy AssetBundles to streamingAssets folder for : \n\nplatform : {0} \nchannel : {1} \n\nContinue ?", buildTargetName, channelName), "Confirm", "Cancel"); if (!checkCopy) { ToggleEditorMode(); return; } PackageUtils.CopyCurSettingAssetBundlesToStreamingAssets(); } LaunchAssetBundleServer.CheckAndDoRunning(); }