Ejemplo n.º 1
0
        private void OnEnable()
        {
            Rect subPos = GetSubWindowArea();

            manageTab = new AssetBundleWindowConfigureTab();
            manageTab.OnEnable(subPos, this);
            buildTab = new AssetBundleWindowBuildTab();
            buildTab.OnEnable(this);
            inspectTab = new AssetBundleWindowInspectTab();
            inspectTab.OnEnable(subPos);

            m_TextureRefresh = EditorGUIUtility.FindTexture("Refresh");

            InitDataSources();
        }
Ejemplo n.º 2
0
        internal void SetBundle(AssetBundle bundle, string path = "",
                                AssetBundleWindowInspectTab.InspectTabData inspectTabData = null, AssetBundleWindowInspectTab assetBundleInspectTab = null)
        {
            //static var...
            currentPath             = path;
            m_InspectTabData        = inspectTabData;
            m_AssetBundleInspectTab = assetBundleInspectTab;

            //members
            if (bundle != null)
            {
                m_Editor = Editor.CreateEditor(bundle);
            }
            else
            {
                m_Editor = null;
            }
        }
Ejemplo n.º 3
0
        internal void OnEnable(EditorWindow parent)
        {
            m_InspectTab = (parent as AssetBundleWindow).inspectTab;

            #region Load Data
            var dataPath = System.IO.Path.GetFullPath(".");
            dataPath  = dataPath.Replace("\\", "/");
            dataPath += "/Library/AssetBundleBrowserBuild.dat";

            if (File.Exists(dataPath))
            {
                BinaryFormatter bf   = new BinaryFormatter();
                FileStream      file = File.Open(dataPath, FileMode.Open);
                var             data = bf.Deserialize(file) as BuildTabData;
                if (data != null)
                {
                    m_UserData = data;
                }
                file.Close();
            }
            #endregion Load Data

            #region Advanced Settings Options
            m_ToggleDatas = new List <ToggleData>();
            m_ToggleDatas.Add(new ToggleData(
                                  false,
                                  "Exclude Type Information",
                                  "Do not include type information within the asset bundle (don't write type tree).",
                                  m_UserData.m_OnToggles,
                                  BuildAssetBundleOptions.DisableWriteTypeTree));
            m_ToggleDatas.Add(new ToggleData(
                                  false,
                                  "Force Rebuild",
                                  "Force rebuild the asset bundles",
                                  m_UserData.m_OnToggles,
                                  BuildAssetBundleOptions.ForceRebuildAssetBundle));
            m_ToggleDatas.Add(new ToggleData(
                                  false,
                                  "Ignore Type Tree Changes",
                                  "Ignore the type tree changes when doing the incremental build check.",
                                  m_UserData.m_OnToggles,
                                  BuildAssetBundleOptions.IgnoreTypeTreeChanges));
            m_ToggleDatas.Add(new ToggleData(
                                  false,
                                  "Append Hash",
                                  "Append the hash to the assetBundle name.",
                                  m_UserData.m_OnToggles,
                                  BuildAssetBundleOptions.AppendHashToAssetBundleName));
            m_ToggleDatas.Add(new ToggleData(
                                  false,
                                  "Strict Mode",
                                  "Do not allow the build to succeed if any errors are reporting during it.",
                                  m_UserData.m_OnToggles,
                                  BuildAssetBundleOptions.StrictMode));
            m_ToggleDatas.Add(new ToggleData(
                                  false,
                                  "Dry Run Build",
                                  "Do a dry run build.",
                                  m_UserData.m_OnToggles,
                                  BuildAssetBundleOptions.DryRunBuild));
            #endregion Advanced Settings Options


            m_ForceRebuild = new ToggleData(
                false,
                "Clear Folders",
                "Will wipe out all contents of build directory as well as StreamingAssets/AssetBundles if you are choosing to copy build there.",
                m_UserData.m_OnToggles);

            m_ResetAssetBundleName = new ToggleData(
                false,
                "Reset All AssetBundle Name",
                "Will Reset All resource AssetBundle Name",
                m_UserData.m_OnToggles);

            m_CheckRedundant = new ToggleData(
                false,
                "Check Redundant",
                "",
                m_UserData.m_OnToggles);

            m_CopyToStreaming = new ToggleData(
                false,
                "Copy to StreamingAssets",
                "After build completes, will copy all build content to " + m_streamingPath + " for use in stand-alone player.",
                m_UserData.m_OnToggles);

            m_Reporter = new ToggleData(
                false,
                "AssetBundle Report",
                "After Build completes, Report assetbundle into excel",
                m_UserData.m_OnToggles);

            m_TargetContent = new GUIContent("Build Target", "Choose target platform to build for.");

            m_CompressionContent = new GUIContent("Compression", "Choose no compress, standard (LZMA), or chunk based (LZ4)");

            if (m_UserData.m_UseDefaultPath)
            {
                ResetPathToDefault();
            }
        }
Ejemplo n.º 4
0
 internal InspectBundleTree(TreeViewState s, AssetBundleWindowInspectTab parent) : base(s)
 {
     m_InspectTab = parent;
     showBorder   = true;
 }