private static void ProcessAssetBundleRes(ResDatas table) { AssetDataGroup group = null; AssetDatabase.RemoveUnusedAssetBundleNames(); string[] abNames = AssetDatabase.GetAllAssetBundleNames(); if (abNames != null && abNames.Length > 0) { foreach (var abName in abNames) { var depends = AssetDatabase.GetAssetBundleDependencies(abName, false); var abIndex = table.AddAssetBundleName(abName, depends, out @group); if (abIndex < 0) { continue; } var assets = AssetDatabase.GetAssetPathsFromAssetBundle(abName); foreach (var cell in assets) { @group.AddAssetData(cell.EndsWith(".unity") ? new AssetData(AssetPath2Name(cell), ResType.ABScene, abIndex, abName) : new AssetData(AssetPath2Name(cell), ResType.ABAsset, abIndex, abName)); } } } }
public ResDatas BuildEditorDataTable() { Log.I("Start BuildAssetDataTable!"); var resDatas = new ResDatas(); AddABInfo2ResDatas(resDatas); return(resDatas); }
public static ResDatas BuildDataTable() { Log.I("Start BuildAssetDataTable!"); var resDatas = ResDatas.Create(); ProcessAssetBundleRes(resDatas); return(resDatas); }
public static void BuildDataTable() { //Log.I("Start BuildAssetDataTable!"); ResDatas table = new ResDatas(); EditorRuntimeAssetDataCollector.AddABInfo2ResDatas(table); var filePath = (FilePath.StreamingAssetsPath + ResKitUtil.RELATIVE_AB_ROOT_FOLDER).CreateDirIfNotExists() + table.FileName; table.Save(filePath); AssetDatabase.Refresh(); }
public static void BuildDataTable(string[] abNames = null, string outputPath = null) { Log.I("Start Default BuildAssetDataTable!"); var table = new ResDatas(); ConfigFileUtility.AddABInfo2ResDatas(table, abNames); var filePath = (outputPath ?? (AssetBundlePathHelper.StreamingAssetsPath + AssetBundleSettings.RELATIVE_AB_ROOT_FOLDER)).CreateDirIfNotExists() + ResDatas.FileName; table.Save(filePath); AssetDatabase.Refresh(); }
public static void BuildDataTable() { Log.I("Start BuildAssetDataTable!"); ResDatas table = ResDatas.Create(); ProcessAssetBundleRes(table); var filePath = (FilePath.StreamingAssetsPath + QFrameworkSettingData.RELATIVE_AB_ROOT_FOLDER).CreateDirIfNotExists() + QFrameworkSettingData.EXPORT_ASSETBUNDLE_CONFIG_FILENAME; table.Save(filePath); AssetDatabase.Refresh(); }
public static void BuildDataTable() { Log.I("Start BuildAssetDataTable!"); ResDatas table = new ResDatas(); FromUnityToDll.Setting.AddABInfo2ResDatas(table); var filePath = (FromUnityToDll.Setting.StreamingAssetsPath + AssetBundleSettings.RELATIVE_AB_ROOT_FOLDER).CreateDirIfNotExists() + table.FileName; table.Save(filePath); AssetDatabase.Refresh(); }