static void CreateVersionFile() { string resPath = ExportConfigWindow.EXPORT_OUT_PATH + Path.DirectorySeparatorChar; StringBuilder versions = new StringBuilder(); // string zipPath = resPath + LGameConfig.UPDATE_FILE_ZIP; // if (!File.Exists(zipPath)) // { // Debug.LogWarning("热更zip包不存在"); // return; // } Helper.forEachHandle(Application.dataPath + "/StreamingAssets", new List <string> { "ab" }, (string filename) => { string baseName = Path.GetFileName(filename); string md5 = ExportAssetBundles.MD5File(filename); versions.Append(baseName).Append(",").Append(md5).Append("\n"); }); // string md5 = ExportAssetBundles.MD5File(zipPath); // versions.Append(LGameConfig.UPDATE_FILE_ZIP).Append(",").Append(md5); // 生成配置文件 FileStream stream = new FileStream(resPath + "version.ver", FileMode.Create); byte[] data = Encoding.UTF8.GetBytes(versions.ToString()); stream.Write(data, 0, data.Length); stream.Flush(); stream.Close(); Debug.Log(" 版本文件: " + resPath + "version.ver"); }
static void createVersionFile() { string resPath = "C:/Users/Administrator/Desktop/tmp/"; // 获取Res文件夹下所有文件的相对路径和MD5值 string[] files = Directory.GetFiles(resPath, "*", SearchOption.AllDirectories); StringBuilder versions = new StringBuilder(); for (int i = 0, len = files.Length; i < len; i++) { string filePath = files[i]; string extension = filePath.Substring(files[i].LastIndexOf(".")); if (extension == ".unity3d" || extension == ".assetbundle") { string relativePath = filePath.Replace(resPath, "").Replace("\\", "/"); string md5 = ExportAssetBundles.MD5File(filePath); versions.Append(relativePath).Append(",").Append(md5).Append("\n"); } } // 生成配置文件 FileStream stream = new FileStream(resPath + "version.ver", FileMode.Create); byte[] data = Encoding.UTF8.GetBytes(versions.ToString()); stream.Write(data, 0, data.Length); stream.Flush(); stream.Close(); Debug.Log(" 版本文件: " + resPath + "version.ver"); }
static void CreateVersionFile() { string resPath = ExportConfigWindow.EXPORT_OUT_PATH + Path.DirectorySeparatorChar; StringBuilder versions = new StringBuilder(); string zipPath = resPath + LGameConfig.UPDATE_FILE_ZIP; if (!File.Exists(zipPath)) { Debug.LogWarning("热更zip包不存在"); return; } string md5 = ExportAssetBundles.MD5File(zipPath); versions.Append(LGameConfig.UPDATE_FILE_ZIP).Append(",").Append(md5); // 生成配置文件 FileStream stream = new FileStream(resPath + "version.ver", FileMode.Create); byte[] data = Encoding.UTF8.GetBytes(versions.ToString()); stream.Write(data, 0, data.Length); stream.Flush(); stream.Close(); Debug.Log(" 版本文件: " + resPath + "version.ver"); }
static void CreateVersionFile() { string resPath = Application.dataPath + Path.DirectorySeparatorChar; // 获取Res文件夹下所有文件的相对路径和MD5值 //string[] files = Directory.GetFiles(resPath, "*", SearchOption.AllDirectories); StringBuilder versions = new StringBuilder(); //for (int i = 0, len = files.Length; i < len; i++) //{ // string filePath = files[i]; // string extension = filePath.Substring(files[i].LastIndexOf(".")); // if (extension == ".zip") // { // string relativePath = filePath.Replace(resPath, "").Replace("\\", "/"); // string md5 = ExportAssetBundles.MD5File(filePath); // versions.Append(relativePath).Append(",").Append(md5).Append("\n"); // } //} string zipPath = resPath + LGameConfig.UPDATE_FILE_ZIP; if (!File.Exists(zipPath)) { Debug.LogWarning("热更zip包不存在"); return; } string md5 = ExportAssetBundles.MD5File(zipPath); versions.Append(LGameConfig.UPDATE_FILE_ZIP).Append(",").Append(md5); // 生成配置文件 FileStream stream = new FileStream(resPath + "version.ver", FileMode.Create); byte[] data = Encoding.UTF8.GetBytes(versions.ToString()); stream.Write(data, 0, data.Length); stream.Flush(); stream.Close(); Debug.Log(" 版本文件: " + resPath + "version.ver"); }