//[MenuItem("MGame/AssetBundleTools/Clear AssetName", false, 1)]
        private static void ClearAll()
        {
            AssetDependenciesAnalysis analysiser = new AssetDependenciesAnalysis();

            analysiser.ClearAllAssetBundleName();
            AssetDatabase.Refresh();
        }
        private static void DeleteAll()
        {
            AssetDependenciesAnalysis analysiser = new AssetDependenciesAnalysis();

            analysiser.DeleteAllAssetBundle();
            AssetDatabase.Refresh();
        }
Esempio n. 3
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    public static void BuildAllAssetBundle()
    {
        bool state = true;

#if UNITY_EDITOR
        state = EditorUtility.DisplayDialog("依赖关系生成选择框", "是否确认重新生成依赖关系,不能确认请点击OK。", "OK->重新分析资源依赖关系", "Cancel->直接打包AssetBundle");
#endif
        if (state)
        {
            AssetDependenciesAnalysis analysiser = new AssetDependenciesAnalysis();
            analysiser.AnalysisAllAsset();
            //tips:Unity5.x Scripts not need to build AssetBundle
            //analysiser.BuildAllScripts();
        }
        BuildAssetBundle();
    }
        private static void BuildAll()
        {
            bool state = false;

            state = EditorUtility.DisplayDialog("提示", "是否确认重新生成依赖关系?\r\n\r\n不能确认请重新生成!", "重新分析", "直接打包");
            if (state)
            {
                //DeleteAll();
                //ClearAll();
                AssetDependenciesAnalysis analysiser = new AssetDependenciesAnalysis();
                analysiser.AnalysisAllAsset();
                //tips:Unity5.x Scripts not need to build AssetBundle
                //analysiser.BuildAllScripts();
            }
            BuildAssetBundle(FilePathUtility.AssetBundlePath);
        }