//[MenuItem("MGame/AssetBundleTools/Clear AssetName", false, 1)] private static void ClearAll() { AssetDependenciesAnalysis analysiser = new AssetDependenciesAnalysis(); analysiser.ClearAllAssetBundleName(); AssetDatabase.Refresh(); }
private static void DeleteAll() { AssetDependenciesAnalysis analysiser = new AssetDependenciesAnalysis(); analysiser.DeleteAllAssetBundle(); AssetDatabase.Refresh(); }
public static void BuildAllAssetBundle() { bool state = true; #if UNITY_EDITOR state = EditorUtility.DisplayDialog("依赖关系生成选择框", "是否确认重新生成依赖关系,不能确认请点击OK。", "OK->重新分析资源依赖关系", "Cancel->直接打包AssetBundle"); #endif if (state) { AssetDependenciesAnalysis analysiser = new AssetDependenciesAnalysis(); analysiser.AnalysisAllAsset(); //tips:Unity5.x Scripts not need to build AssetBundle //analysiser.BuildAllScripts(); } BuildAssetBundle(); }
private static void BuildAll() { bool state = false; state = EditorUtility.DisplayDialog("提示", "是否确认重新生成依赖关系?\r\n\r\n不能确认请重新生成!", "重新分析", "直接打包"); if (state) { //DeleteAll(); //ClearAll(); AssetDependenciesAnalysis analysiser = new AssetDependenciesAnalysis(); analysiser.AnalysisAllAsset(); //tips:Unity5.x Scripts not need to build AssetBundle //analysiser.BuildAllScripts(); } BuildAssetBundle(FilePathUtility.AssetBundlePath); }