private static void Pack(BuildTarget buildTarget, LuaEncodeType encodeType, bool enterTestMode = false) { ClearAllRes(); Directory.CreateDirectory(outputPath); EncodeAllLua(encodeType); BuildAllScene(buildTarget); BuildAllRes(buildTarget); CreateResInfo(); if (enterTestMode) { EnterTestMode(); } Finish(); UnityEngine.Debug.Log("[Packager] All Completed!"); }
private static void EncodeAllLua(LuaEncodeType encodeType) { if (Directory.Exists(luaOutputPath)) { Directory.Delete(luaOutputPath, true); } Directory.CreateDirectory(luaOutputPath); _luaEncodeType = encodeType; if (_curDirPath == null) { _curDirPath = Directory.GetCurrentDirectory() + "/"; } switch (encodeType) { case LuaEncodeType.JIT: _encoderPath = jitPath; _encoderExe = _curDirPath + jitPath + jitExe; break; case LuaEncodeType.LUAVM: _encoderPath = luavmPath; _encoderExe = _curDirPath + luavmPath + luavmExe; break; default: // none _encoderPath = _curDirPath; break; } EncodeLuaPackage(luaPath_tolua, "ToLua/"); EncodeLuaPackage(luaPath_shibaInu, "ShibaInu/"); EncodeLuaPackage(luaPath_project, "App/"); EditorUtility.ClearProgressBar(); UnityEngine.Debug.Log("[Packager] Encode Lua Files Completed."); }