public static void UpdateAllBundleName(bool isClean = true)
        {
            if (isClean)
            {
                ClearAllBundleName();
            }

            int fileCount = 0;
            int dirCount  = 0;

            foreach (BundleInfo info in BundleConfig.BUNDLE_CONFIG)
            {
                if (info.FileExts != null)
                {
                    EditorUtils.ProcessDir(info.SrcPath, info.FileExts, (filePath, data) => {
                        if (UpdateBundleName(filePath, (BundleInfo)data))
                        {
                            ++fileCount;
                        }
                    }, info);
                }
                else
                {
                    UpdateBundleName(info.SrcPath, info);
                    ++dirCount;
                }
            }

            AssetDatabase.Refresh();

            EditorLog.Info(string.Format("设置完毕!共有:{0}个文件和{1}个目录更新。", fileCount, dirCount));
        }
Example #2
0
        public static void BuildGeneric(string[] scenes, string targetPath, BuildTarget buildTarget)
        {
            BuildOptions op = EditorUserBuildSettings.development ?
                              BuildOptions.Development :
                              BuildOptions.None;

            string result = BuildPipeline.BuildPlayer(scenes, targetPath, buildTarget, op);

            if (result.Length > 0)
            {
                throw new Exception(string.Format("Build Player Error: {0}", result));
            }

            EditorLog.Info("包导出成功:" + targetPath.Replace("\\", "/"));
        }