Example #1
0
 public static void BuildCurrentEditorPlatform()
 {
     ABUtility.ResetInfoInEditor(EditorUserBuildSettings.activeBuildTarget);
     ClearAndSetTag.ClearAndSetAllBundleTag();
     BuildAssetBundles(EditorUserBuildSettings.activeBuildTarget);
     BuildPlayer(EditorUserBuildSettings.activeBuildTarget, true);
 }
Example #2
0
        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);
        }
Example #3
0
 public static void BuildIos()
 {
     ABUtility.ResetInfoInEditor(BuildTarget.iOS);
     ClearAndSetTag.ClearAndSetAllBundleTag();
     BuildAssetBundles(BuildTarget.iOS);
     BuildPlayer(BuildTarget.iOS);
 }
Example #4
0
 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);
 }
Example #6
0
    public void PreHotFix()
    {
#if UNITY_EDITOR
        ABUtility.ResetInfoInEditor(UnityEditor.EditorUserBuildSettings.activeBuildTarget, true);
#else
        ABUtility.ResetInfoInDevice(Application.platform, true);
#endif
        ResetCfg();
    }
Example #7
0
    public void PostHotFix()
    {
        if (ABUtility.LoadMode != LoadModeEnum.DeviceFullAotAB)
        {
            return;;
        }
#if UNITY_EDITOR
        ABUtility.ResetInfoInEditor(UnityEditor.EditorUserBuildSettings.activeBuildTarget);
#else
        ABUtility.ResetInfoInDevice(Application.platform);
#endif
        ResetCfg();
    }
Example #8
0
        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();
 }
Example #11
0
 public static void BuildAssetBundle()
 {
     ABUtility.ResetInfoInEditor(EditorUserBuildSettings.activeBuildTarget);
     ClearAndSetTag.ClearAndSetAllBundleTag();
     BuildAssetBundles(EditorUserBuildSettings.activeBuildTarget);
 }