public static void MarkAssetBundle() { AssetDatabase.RemoveUnusedAssetBundleNames(); string srcAssetPath = QPath.SrcABDir; QIO.CreateDirIfNotExists(srcAssetPath); DirectoryInfo dir = new DirectoryInfo(srcAssetPath); FileSystemInfo[] fileInfos = dir.GetFileSystemInfos(); for (int i = 0; i < fileInfos.Length; i++) { FileSystemInfo tmpFile = fileInfos[i]; // TODO:先过滤掉Lua if (tmpFile.Name != "Lua" && tmpFile is DirectoryInfo) { string tmpPath = Path.Combine(srcAssetPath, tmpFile.Name); MarkABDir(tmpPath); } } AssetDatabase.Refresh(); }
public static void BuildABAndroid() { string outputPath = QPath.ABBuildOutPutDir(RuntimePlatform.Android); QIO.CreateDirIfNotExists(outputPath); QABBuilder.BuildAssetBundles(BuildTarget.Android); AssetDatabase.Refresh(); }
public static void BuildABOSX() { string outputPath = QPath.ABBuildOutPutDir(RuntimePlatform.OSXEditor); QIO.CreateDirIfNotExists(outputPath); QABBuilder.BuildAssetBundles(BuildTarget.StandaloneOSXIntel64, null); AssetDatabase.Refresh(); }
public static void BuildABWindows() { string outputPath = QPath.ABBuildOutPutDir(RuntimePlatform.WindowsEditor); QIO.CreateDirIfNotExists(outputPath); QABBuilder.BuildAssetBundles(BuildTarget.StandaloneWindows64); AssetDatabase.Refresh(); }
public static void BuildABiOS() { string outputPath = QPath.ABBuildOutPutDir(RuntimePlatform.IPhonePlayer); QIO.CreateDirIfNotExists(outputPath); QABBuilder.BuildAssetBundles(BuildTarget.iOS, null); AssetDatabase.Refresh(); }