public static void PackLuaResource() { Dictionary <string, AssetBundleBuild> assetBundleBuilds = new Dictionary <string, AssetBundleBuild>(); //PackUtils.PackEffect(ref assetBundleBuilds); PackUtils.PackAtlas(ref assetBundleBuilds); PackUtils.PackUIPrefab(ref assetBundleBuilds); PackUtils.PackMode(ref assetBundleBuilds); if (assetBundleBuilds.Count <= 0) { return; } if (System.IO.Directory.Exists(PackUtils.GetBundlePath("Resources")) == false) { System.IO.Directory.CreateDirectory(PackUtils.GetBundlePath("Resources")); } BuildPipeline.BuildAssetBundles(PackUtils.GetBundlePath("/Resources"), new List <AssetBundleBuild>(assetBundleBuilds.Values).ToArray(), BuildAssetBundleOptions.ChunkBasedCompression, PackUtils.GetBuildTarget()); AssetDatabase.Refresh(); WLGame.BuildPackage.CreateResourcesLuaConfig(assetBundleBuilds); WLGame.BuildPackage.CreateResourcesXmlConfig(assetBundleBuilds); WLGame.BuildPackage.CreateUIResourceInfoXmlConfig(assetBundleBuilds); string resourceFolder = PackUtils.GetBundlePath("Resources"); string zipPath = Application.dataPath + "/Package/" + ResManager.RESOURCE_PATH + ".bytes"; ZipHelper.ZipDir(resourceFolder, zipPath, 0); AssetDatabase.Refresh(); UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath("Assets/Package/" + ResManager.RESOURCE_PATH + ".bytes", typeof(TextAsset)); BuildPipeline.BuildAssetBundle(asset, null, ResManager.RESOURCE_EDITOR_PATH, BuildAssetBundleOptions.ChunkBasedCompression, PackUtils.GetBuildTarget()); AssetDatabase.Refresh(); }