public static void instance() { if (m_instance == null) { m_instance = new ResExportSys(); } }
static void ExportByResourcesCfg() { ResExportSys.instance(); ResExportSys.m_instance.m_targetPlatform = BuildTarget.StandaloneWindows; ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath = ExportUtil.getStreamingDataPath(""); ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath = UtilPath.normalPath(ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath); UtilPath.deleteDirectory(ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath); UtilPath.createDirectory(ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath); ResExportSys.m_instance.parseResourceXml(); ResExportSys.m_instance.packResourceList(); ExportUtil.CopyAssetBundlesTo(ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath, ResExportSys.m_instance.m_targetPlatform); }
protected static void Windows_PublishProduct(BuildOptions option = BuildOptions.None) { // 创建打包输出根目录 PublishProductUtil.createPublishProductOutputPath(); // 实例化全局数据 ResExportSys.instance(); // 打包生成 unity3d 资源 PublishProductUtil.pkgResources(); // 导出资源列表 ResExportSys.m_instance.m_pResourcesCfgPackData.m_exportResList.exportResList(); // 拷贝资源到输出目录 //PublishProductUtil.copyRes2Dest(); // 删除 Resources 目录,防止资源被重复打包进输出镜像 //PublishProductUtil.delResources(); // 生成镜像 //PublishProductUtil.buildImage(option); // 恢复 Resources 目录资源 //PublishProductUtil.restoreResources(); }
static void ExportByCfg() { ResExportSys.instance(); ResExportSys.m_instance.parseXml(); ResExportSys.m_instance.pack(); }