/// <summary> /// 根据文件的File Path设置Asset的BundleName BundleName=Asset/XX/ /// </summary> public static void SetAbNameByPath(string filePath) { string assetPath = EPathHelper.AbsoluteToRelativePathWithAssets(filePath); AssetImporter importer = AssetImporter.GetAtPath(assetPath); if (importer != null) { // 去掉Assets/ 和文件的后缀 string str = EPathHelper.RemoveAssetsAndSuffixforPath(filePath); //Debug.AssertFormat(string.IsNullOrEmpty(importer.assetBundleName), "设置AssetBundle之前她已经有名字了:[{0}]", filePath); importer.assetBundleName = str + EAssetBundleConst.ASSETBUNDLE_EXTENSION; importer.SaveAndReimport(); } else { UnityEngine.Debug.LogError("找不到对应的路径的资源:" + filePath); } }