Example #1
0
        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!");
        }
Example #2
0
        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.");
        }