public void SetAssetBundleName() { foreach (var info in _assetsMap) { AssetBundleSetNameE.SetAbNameByPath(info.Key); } }
public void SetAssetBundleName() { foreach (var info in _assetsMap) { AssetBundleSetNameE.SetAbNameByParam(info, EAssetBundleConst.SHADER_BUNDLE_NAME); } }
public void SetAssetBundleName() { int count = _assetsMap.Count; for (int i = 0; i < count; i++) { EditorUtility.DisplayProgressBar("设置主AssetBundle名字", _assetsMap[i], (float)(i + 1) / count); AssetBundleSetNameE.SetAbNameByParam(_assetsMap[i], _abName); } EditorUtility.ClearProgressBar(); }
public void SetAssetBundleName() { string result = string.Empty; foreach (var info in _assetsMap) { result += EPathHelper.GetName(info.Key) + "_"; } if (_refMap.ContainsKey(result)) { UnityEngine.Debug.LogError("重复的名字" + result); } foreach (var info in _assetsMap) { AssetBundleSetNameE.SetAbNameByParam(info.Key, result); } }
public static void SetAbName() { AssetBundleSetNameE.SetAbNameByPath(AssetBundleConst.ResConfigName); AssetBundleSetNameE.SetAbNameByPath(AssetBundleConst.PackageConfigName); AssetBundleSetNameE.SetAbNameByPath(AssetBundleConst.DepConfigName); }
public void SetAbName(string filePath, string directory, int index) { AssetBundleSetNameE.SetAbNameByParam(filePath, string.Format("{0}/{1:0000}", directory, index)); }
public static void TestSelectSetAllAssetBundleName() { AssetBundleSetNameE.SetSelectionAssetBundleName(); }
public static void TestSetAllAssetBundleName() { string[] all_ab_names = AssetDatabase.GetAllAssetBundleNames(); UnityEngine.Debug.Log("设置名字之前all_ab_names:" + all_ab_names.Length); AssetBundleSetNameE.OblyMainAbName(); }
public static void ClearAssetBundleName() { AssetBundleSetNameE.ClearAllAssetBundleName(); EditorUtility.DisplayDialog("清除AssetBundle", "清除完成,请查看", "OK"); }
public static void SetAllAssetBundleName() { AssetBundleSetNameE.ClearAllAssetBundleName(); AssetBundleSetNameE.SetAllAssetName(); }