public static void BuildCurrentEditorPlatform() { ABUtility.ResetInfoInEditor(EditorUserBuildSettings.activeBuildTarget); ClearAndSetTag.ClearAndSetAllBundleTag(); BuildAssetBundles(EditorUserBuildSettings.activeBuildTarget); BuildPlayer(EditorUserBuildSettings.activeBuildTarget, true); }
private string GetAssetBundleFullPath(string assetBundle, bool isLoadSync) { string baseDir = Application.persistentDataPath; string midDir = "/AssetBundles/" + ABUtility.GetPlatformName() + "/"; // string file = assetBundle; string endDir = ""; if (_projectTag != null) { endDir = _projectTag + "/"; // if (assetBundle != _projectTag) { // file = assetBundle + "_project_" + _projectTag; // } } //先找可写路径 if (File.Exists(baseDir + midDir + endDir + assetBundle)) { return(baseDir + midDir + endDir + assetBundle); } //再找内存 if (isLoadSync && Application.platform == RuntimePlatform.Android) { baseDir = Application.dataPath + "!assets"; } else { baseDir = Application.streamingAssetsPath; } return(baseDir + midDir + endDir + assetBundle); }
public static void BuildIos() { ABUtility.ResetInfoInEditor(BuildTarget.iOS); ClearAndSetTag.ClearAndSetAllBundleTag(); BuildAssetBundles(BuildTarget.iOS); BuildPlayer(BuildTarget.iOS); }
public static void BuildWindows() { ABUtility.ResetInfoInEditor(BuildTarget.StandaloneWindows64); ClearAndSetTag.ClearAndSetAllBundleTag(); BuildAssetBundles(BuildTarget.StandaloneWindows64); BuildPlayer(BuildTarget.StandaloneWindows64); }
public static byte[] GetMemoryOfAb(string path) { NativeCallTools.cache = NativeCallTools.AndroidJO.CallStatic <byte[]>("getBytes", new object[] { Path.Combine(ABUtility.GetPlatformFolderForAssetBundles(), path) }); return(NativeCallTools.cache); }
public void PreHotFix() { #if UNITY_EDITOR ABUtility.ResetInfoInEditor(UnityEditor.EditorUserBuildSettings.activeBuildTarget, true); #else ABUtility.ResetInfoInDevice(Application.platform, true); #endif ResetCfg(); }
public void PostHotFix() { if (ABUtility.LoadMode != LoadModeEnum.DeviceFullAotAB) { return;; } #if UNITY_EDITOR ABUtility.ResetInfoInEditor(UnityEditor.EditorUserBuildSettings.activeBuildTarget); #else ABUtility.ResetInfoInDevice(Application.platform); #endif ResetCfg(); }
public static void ToggleLocalAssetBundleServer() { bool isRunning = IsRunning(); if (!isRunning) { ABUtility.ResetInfoInEditor(EditorUserBuildSettings.activeBuildTarget); Run(); UnityEngine.Debug.Log("文件server已开启。端口:" + ABUtility.ServerPort); } else { KillRunningAssetBundleServer(); UnityEngine.Debug.Log("文件server已关闭。"); } }
private void Awake() { // 配置 GeneralConfig.Init(); // 控制台 Console.Init(); // AB工具 ABUtility.Init(); Instance = this; Assert.raiseExceptions = true; DontDestroyOnLoad(gameObject); m_Mgrs = new List <IManager>(); m_CallMgr = new CallManager(); m_ObjectMgr = new ObjectManager(); m_ABMgr = new ABManager(); m_HotPatchMgr = new HotPatchManager(); m_LuaMgr = new LuaManager(); m_ResMgr = new ResourceManager(); m_CutSceneMgr = new CutSceneManager(); m_UIMgr = new UIManager(); m_Mgrs.Add(m_CallMgr); m_Mgrs.Add(m_ABMgr); m_Mgrs.Add(m_LuaMgr); m_Mgrs.Add(m_CutSceneMgr); m_Mgrs.Add(m_ResMgr); m_Mgrs.Add(m_ObjectMgr); m_Mgrs.Add(m_UIMgr); m_Mgrs.Add(m_HotPatchMgr); var iter = m_Mgrs.GetEnumerator(); while (iter.MoveNext()) { iter.Current.Awake(); } }
static public void ClearAndSetTagMenuItemFunc() { ABUtility.ResetInfoInEditor(EditorUserBuildSettings.activeBuildTarget); ClearAndSetAllBundleTag(); }
public static void BuildAssetBundle() { ABUtility.ResetInfoInEditor(EditorUserBuildSettings.activeBuildTarget); ClearAndSetTag.ClearAndSetAllBundleTag(); BuildAssetBundles(EditorUserBuildSettings.activeBuildTarget); }