public static void _BuildResources() { CopyLuaToStreamingAssets.OnCopyLuaToStreaming(); BuildPipeline.BuildAssetBundles(PathUtil.StreamingassetsPath + "/patchs", BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget); //打包还可以非显示 //AssetBundleBuild[] buildMap = new AssetBundleBuild[2]; //buildMap[0].assetBundleName = "enemybundle"; //string[] enemyAssets = new string[2]; //enemyAssets[0] = "Assets/Textures/char_enemy_alienShip.jpg"; //enemyAssets[1] = "Assets/Textures/char_enemy_alienShip-damaged.jpg"; //buildMap[0].assetNames = enemyAssets; //buildMap[1].assetBundleName = "herobundle"; //string[] heroAssets = new string[1]; //heroAssets[0] = "char_hero_beanMan"; //buildMap[1].assetNames = heroAssets; //BuildPipeline.BuildAssetBundles("Assets/ABs", buildMap, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows); AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate); GeneratePatchFiles.bundlesPath = Application.streamingAssetsPath + "/patchs/"; GeneratePatchFiles.GenerateFiles(); }
public static void _BuildResources() { CopyLuaToStreamingAssets.OnCopyLuaToStreaming(); BuildPipeline.BuildAssetBundles(PathUtil.StreamingassetsPath + "/patchs", BuildAssetBundleOptions.None, BuildTarget.Android); AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate); GeneratePatchFiles.bundlesPath = Application.streamingAssetsPath + "/patchs/"; GeneratePatchFiles.GenerateFiles(); }