GetFileStreamingOutAssetsPath() public static method

public static GetFileStreamingOutAssetsPath ( ) : string
return string
Example #1
0
        /// <summary>
        /// Builds the asset bundles update A.
        /// </summary>
        public static void buildAssetBundlesUpdateAB()
        {
            EditorUtility.DisplayProgressBar("Generate FileList", "loading bundle manifest", 1 / 2);
            AssetDatabase.Refresh();
            string        readPath = BuildScript.GetFileStreamingOutAssetsPath();// 读取Streaming目录
            var           u3dList  = getAllChildFiles(readPath, @"\.meta$|\.manifest$|\.DS_Store$|\.u$", null, false);
            List <string> assets   = new List <string>();

            foreach (var s in u3dList)
            {
                string ab = GetAssetPath(s); //s.Replace(readPath, "").Replace("/", "").Replace("\\", "");
                assets.Add(ab);
            }

            readPath = BuildScript.GetLuaBytesResourcesPath();// 读取lua 目录
            u3dList  = getAllChildFiles(readPath, @"\.bytes$", null);
            foreach (var s in u3dList)
            {
                string ab = GetAssetPath(s); //s.Replace(readPath, "").Replace("/", "").Replace("\\", "");
                assets.Add(ab);
            }

            EditorUtility.ClearProgressBar();
            CUtils.DebugCastTime("Time Generate FileList End");
            Debug.Log("all assetbundle count = " + assets.Count);
            BuildScript.GenerateAssetBundlesUpdateFile(assets.ToArray());
            CUtils.DebugCastTime("Time GenerateAssetBundlesUpdateFile End");
        }
Example #2
0
        /// <summary>
        /// Builds the asset bundles update A.
        /// </summary>
        public static void buildAssetBundlesUpdateAB()
        {
            EditorUtility.DisplayProgressBar("Generate FileList", "loading bundle manifest", 1 / 2);
            AssetDatabase.Refresh();
            string readPath = BuildScript.GetFileStreamingOutAssetsPath();//+"\\";
            var    u3dList  = getAllChildFiles(readPath, @"\.meta$|\.manifest$|\.DS_Store$", null, false);

            Debug.Log("all ab count = " + u3dList.Count);
            List <string> assets = new List <string>();

            foreach (var s in u3dList)
            {
                string ab = CUtils.GetAssetBundleName(s); //s.Replace(readPath, "").Replace("/", "").Replace("\\", "");
                //            Debug.Log(ab);
                assets.Add(ab);
            }

            EditorUtility.ClearProgressBar();
            BuildScript.GenerateAssetBundlesUpdateFile(assets.ToArray());
        }