public static string GetResourceExportPath() { var resourcePath = BuildTools.GetExportPath(EditorUserBuildSettings.activeBuildTarget, KResourceModule.Quality); return(resourcePath); }
/// <summary> /// Extra Flag -> ex: Android/ AndroidSD/ AndroidHD/ /// </summary> /// <param name="platfrom"></param> /// <param name="quality"></param> /// <returns></returns> public static string GetExportPath(BuildTarget platfrom, KResourceQuality quality = KResourceQuality.Sd) { string basePath = Path.GetFullPath(KEngine.AppEngine.GetConfig(KEngineDefaultConfigs.AssetBundleBuildRelPath)); if (File.Exists(basePath)) { BuildTools.ShowDialog("路径配置错误: " + basePath); throw new System.Exception("路径配置错误"); } if (!Directory.Exists(basePath)) { Directory.CreateDirectory(basePath); } string path = null; var platformName = KResourceModule.BuildPlatformName; if (quality != KResourceQuality.Sd) // SD no need add { platformName += quality.ToString().ToUpper(); } path = basePath + "/" + platformName + "/"; if (!Directory.Exists(path)) { Directory.CreateDirectory(path); } return(path); }
public static void MenuCheckAndLogDependencies() { var obj = Selection.activeObject; if (obj == null) { Debug.LogError("No selection object"); return; } var assetPath = AssetDatabase.GetAssetPath(obj); BuildTools.CheckAndLogDependencies(assetPath); }
/// <summary> /// 获取完整的打包路径,并确保目录存在 /// </summary> /// <param name="path"></param> /// <param name="buildTarget"></param> /// <returns></returns> public static string MakeSureExportPath(string path, BuildTarget buildTarget) { path = BuildTools.GetExportPath(buildTarget) + path; path = path.Replace("\\", "/"); string exportDirectory = path.Substring(0, path.LastIndexOf('/')); if (!System.IO.Directory.Exists(exportDirectory)) { System.IO.Directory.CreateDirectory(exportDirectory); } return(path); }
public static void ExportCurrentUI() { if (EditorApplication.isPlaying) { Log.Error("Cannot export in playing mode! Please stop!"); return; } #if UNITY_4 var windowAssets = GetUIWIndoeAssetsFromCurrentScene(); foreach (var windowAsset in windowAssets) { BuildTools.BuildAssetBundle(windowAsset.gameObject, GetBuildRelPath(windowAsset.name)); } #else UISceneToPrefabs(); #endif }
public static void ExportAllUI() { if (Application.isPlaying) { Log.Error("Cannot export in playing mode! Please stop!"); return; } var uiPath = Application.dataPath + "/" + KEngineDef.ResourcesEditDir + "/UI"; var uiScenes = Directory.GetFiles(uiPath, "*.unity", SearchOption.AllDirectories); foreach (string uiScene in uiScenes) { Log.Info("begin export {0}", uiScene); EditorSceneManager.OpenScene(uiScene); KUGUIBuilder.UISceneToPrefabs(); } BuildTools.BuildAllAssetBundles(); }
public static uint BuildScriptableObject <T> (T scriptObject, string path, BuildTarget buildTarget, KResourceQuality quality) where T : ScriptableObject { const string tempAssetPath = "Assets/~Temp.asset"; AssetDatabase.CreateAsset(scriptObject, tempAssetPath); T tempObj = (T)AssetDatabase.LoadAssetAtPath(tempAssetPath, typeof(T)); if (tempObj == null) { throw new System.Exception(); } uint crc = BuildTools.BuildAssetBundle(tempObj, path, buildTarget, quality); AssetDatabase.DeleteAsset(tempAssetPath); return(crc); }
/// <summary> /// Extra Flag -> ex: Android/ AndroidSD/ AndroidHD/ /// </summary> /// <param name="platfrom"></param> /// <param name="quality"></param> /// <returns></returns> public static string GetExportPath(BuildTarget platfrom) { string basePath = Path.GetFullPath(EngineConfig.instance.AssetBundleBuildRelPath); if (File.Exists(basePath)) { BuildTools.ShowDialog("路径配置错误: " + basePath); throw new System.Exception("路径配置错误"); } if (!Directory.Exists(basePath)) { Directory.CreateDirectory(basePath); } var platformName = KResourceManager.BuildPlatformName; string path = basePath + "/" + platformName + "/"; if (!Directory.Exists(path)) { Directory.CreateDirectory(path); } return(path); }
public static void ClearPlayerPrefs() { PlayerPrefs.DeleteAll(); PlayerPrefs.Save(); BuildTools.ShowDialog("Prefs Cleared!"); }
public static string GetResourceExportPath() { var resourcePath = BuildTools.GetExportPath(KResourceModule.Quality); return(resourcePath); }