Example #1
0
 public static void ToggleEditorMode()
 {
     if (AssetBundleConfig.IsSimulateMode)
     {
         AssetBundleConfig.IsEditorMode = true;
         LaunchAssetBundleServer.CheckAndDoRunning();
     }
 }
Example #2
0
 public static void ToggleSimulateMode()
 {
     if (!AssetBundleConfig.IsSimulateMode)
     {
         AssetBundleConfig.IsSimulateMode = true;
         CheckSimulateModelEnv();
         LaunchAssetBundleServer.CheckAndDoRunning();
     }
 }
Example #3
0
 public static void ToggleSimulateMode_UseLuaScripts()
 {
     if (!AssetBundleConfig.IsSimulateMode_UseLuaScripts)
     {
         AssetBundleConfig.IsSimulateMode_UseLuaScripts = true;
         CheckSimulateModelEnv();
         LaunchAssetBundleServer.CheckAndDoRunning();
     }
     else
     {
         AssetBundleConfig.IsSimulateMode_UseLuaScripts = false;
         CheckSimulateModelEnv();
         LaunchAssetBundleServer.CheckAndDoRunning();
     }
 }
Example #4
0
        static void CheckSimulateModelEnv()
        {
            if (!AssetBundleConfig.IsSimulateMode)
            {
                return;
            }

            var  buildTargetName      = PackageUtils.GetCurPlatformName();
            var  channelName          = PackageUtils.GetCurSelectedChannel().ToString();
            var  outputManifest       = PackageUtils.GetCurBuildSettingAssetBundleManifestPath();
            bool hasBuildAssetBundles = false;

            if (!File.Exists(outputManifest))
            {
                bool checkBuild = EditorUtility.DisplayDialog("Build AssetBundles Warning",
                                                              string.Format("Build AssetBundles for : \n\nplatform : {0} \nchannel : {1} \n\nContinue ?", buildTargetName, channelName),
                                                              "Confirm", "Cancel");
                if (!checkBuild)
                {
                    ToggleEditorMode();
                    return;
                }

                hasBuildAssetBundles = true;
                BuildPlayer.BuildAssetBundlesForCurSetting();
            }

            var streamingManifest = PackageUtils.GetCurBuildSettingStreamingManifestPath();

            if (hasBuildAssetBundles || !File.Exists(streamingManifest))
            {
                bool checkCopy = EditorUtility.DisplayDialog("Copy AssetBundles To StreamingAssets Warning",
                                                             string.Format("Copy AssetBundles to streamingAssets folder for : \n\nplatform : {0} \nchannel : {1} \n\nContinue ?", buildTargetName, channelName),
                                                             "Confirm", "Cancel");
                if (!checkCopy)
                {
                    ToggleEditorMode();
                    return;
                }

                // 拷贝到StreamingAssets目录时,相当于执行大版本更新,那么沙盒目录下的数据就作废了
                // 真机上会对比这两个目录下的App版本号来删除,编辑器下暴力一点,直接删除
                ToolsClearPersistentAssets();
                PackageUtils.CopyCurSettingAssetBundlesToStreamingAssets(EditorUserBuildSettings.activeBuildTarget);
            }
            LaunchAssetBundleServer.CheckAndDoRunning();
        }
Example #5
0
        static public void ToolsCopyAssetbundlesAndScripts()
        {
            {
                // 删除ab资源
                string outputPath = Path.Combine(Application.persistentDataPath, AssetBundleConfig.AssetBundlesFolderName);
                UtilityGame.SafeDeleteDir(outputPath);
            }
            {
                // 删除LuaScripts资源
                string outputPath = Path.Combine(Application.persistentDataPath, AssetBundleConfig.LuaScriptsFolderName);
                UtilityGame.SafeDeleteDir(outputPath);
            }

            PackageUtils.CopyCurSettingAssetBundlesToStreamingAssetsNoRefresh();
            PackageUtils.CopyLuaScriptsToStreamingAssets();
            AssetDatabase.Refresh();
            LaunchAssetBundleServer.CheckAndDoRunning();
        }
        static void CheckSimulateModelEnv()
        {
            if (!AssetBundleConfig.IsSimulateMode)
            {
                return;
            }

            var  buildTargetName      = PackageUtils.GetCurPlatformName();
            var  channelName          = PackageUtils.GetCurSelectedChannel().ToString();
            var  outputManifest       = PackageUtils.GetCurBuildSettingOutputManifestPath();
            bool hasBuildAssetBundles = false;

            if (!File.Exists(outputManifest))
            {
                bool checkBuild = EditorUtility.DisplayDialog("Build AssetBundles Warning",
                                                              string.Format("Build AssetBundles for : \n\nplatform : {0} \nchannel : {1} \n\nContinue ?", buildTargetName, channelName),
                                                              "Confirm", "Cancel");
                if (!checkBuild)
                {
                    ToggleEditorMode();
                    return;
                }

                hasBuildAssetBundles = true;
                BuildPlayer.BuildAssetBundlesForCurSetting();
            }

            var streamingManifest = PackageUtils.GetCurBuildSettingStreamingManifestPath();

            if (hasBuildAssetBundles || !File.Exists(streamingManifest))
            {
                bool checkCopy = EditorUtility.DisplayDialog("Copy AssetBundles To StreamingAssets Warning",
                                                             string.Format("Copy AssetBundles to streamingAssets folder for : \n\nplatform : {0} \nchannel : {1} \n\nContinue ?", buildTargetName, channelName),
                                                             "Confirm", "Cancel");
                if (!checkCopy)
                {
                    ToggleEditorMode();
                    return;
                }

                PackageUtils.CopyCurSettingAssetBundlesToStreamingAssets();
            }
            LaunchAssetBundleServer.CheckAndDoRunning();
        }
        static public void ToolsCopyAssetbundles()
        {
            var  buildTargetName = PackageUtils.GetCurPlatformName();
            var  channelName     = PackageUtils.GetCurSelectedChannel().ToString();
            bool checkCopy       = EditorUtility.DisplayDialog("Copy AssetBundles To StreamingAssets Warning",
                                                               string.Format("Copy AssetBundles to streamingAssets folder for : \n\nplatform : {0} \nchannel : {1} \n\nContinue ?", buildTargetName, channelName),
                                                               "Confirm", "Cancel");

            if (!checkCopy)
            {
                return;
            }

            // 拷贝到StreamingAssets目录时,相当于执行大版本更新,那么沙盒目录下的数据就作废了
            // 真机上会对比这两个目录下的App版本号来删除,编辑器下暴力一点,直接删除
            ToolsClearPersistentAssets();
            PackageUtils.CopyCurSettingAssetBundlesToStreamingAssets();
            LaunchAssetBundleServer.CheckAndDoRunning();
        }
        // unity editor启动和运行时调用
        static AssetBundleMenuItems()
        {
            // 1、模拟模式下在电脑上模拟手机资源更新过程,如果需要更新最新ab,需要手动构建;如果根本没有ab,则构建一次
            // 2、模拟模式下需要用到streamingAsset,没有资源则拷贝一次,之后总是从本地服务器下载ab到persistentDataPath
            var platformName   = AssetBundleUtility.GetCurPlatformName();
            var outputManifest = Path.Combine(AssetBundleConfig.AssetBundlesBuildOutputPath, platformName);

            outputManifest = Path.Combine(outputManifest, platformName);
            if (!File.Exists(outputManifest))
            {
                AssetBundleBuildScript.BuildAssetBundles();
            }
            var streamingManifest = Path.Combine(Application.streamingAssetsPath, AssetBundleConfig.AssetBundlesFolderName);

            streamingManifest = Path.Combine(streamingManifest, platformName);
            streamingManifest = Path.Combine(streamingManifest, platformName);
            if (!File.Exists(streamingManifest))
            {
                AssetBundleUtility.CopyPlatformAssetBundlesToStreamingAssets();
                AssetDatabase.Refresh();
            }
            LaunchAssetBundleServer.CheckAndDoRunning();
        }
 public static void ToggleSimulateMode()
 {
     AssetBundleConfig.IsSimulateMode = !AssetBundleConfig.IsSimulateMode;
     LaunchAssetBundleServer.CheckAndDoRunning();
 }