Example #1
0
 public void SetAssetBundleName()
 {
     foreach (var info in _assetsMap)
     {
         AssetBundleSetNameE.SetAbNameByParam(info, EAssetBundleConst.SHADER_BUNDLE_NAME);
     }
 }
Example #2
0
        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();
        }
Example #3
0
        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);
            }
        }
Example #4
0
 public void SetAbName(string filePath, string directory, int index)
 {
     AssetBundleSetNameE.SetAbNameByParam(filePath, string.Format("{0}/{1:0000}", directory, index));
 }