//[UnityEditor.MenuItem("Tools/bulid")] public static void BuildProjected() { Debug.LogError("生成AB"); string assetName = Trans ? (int)currentCollection + "Trans" : (int)currentCollection + ""; assetName += ".asset"; BuildCollectionResInfo builfCfg = null; string buildCfgpath = "Assets/YKFramwork/Editor/BuildAbInfo/Collections/" + assetName; builfCfg = AssetDatabase.LoadAssetAtPath <BuildCollectionResInfo>(buildCfgpath); if (builfCfg == null) { Debug.LogError("加载不到builfCfg" + buildCfgpath + "/ccc=" + currentCollection); return; } if (builfCfg) { SetIconAndBg(builfCfg); SetUmengXinXI(builfCfg); builfCfg.Build(); } Debug.Log("生成ab完成"); BuildAB.BuildResIni(); Debug.Log("准备生成APK"); //BuildAB.BuildAb(); if (CurrenBuildTarget == BuildTargetGroup.Android) { BuildForAndroid(builfCfg); } else if (CurrenBuildTarget == BuildTargetGroup.iOS) { BuildForIos(builfCfg); } else if (CurrenBuildTarget == BuildTargetGroup.Standalone) { } }
//[UnityEditor.MenuItem("Tools/bulid")] public static void BuildProjected() { //AssetDatabase.FindAssets(currentCollection +"t:"+ BuildCollectionResInfo.) BuildCollectionResInfo builfCfg = BuildCollectionResInfo.Find((int)currentCollection); if (builfCfg == null) { Debug.LogError("加载不到builfCfg " + currentCollection); return; } if (builfCfg) { builfCfg.Build(); SetLocalGameCfg(builfCfg); } Debug.Log("生成ab完成"); BuildAB.BuildResIni(); Debug.Log("准备生成APK"); EditorPrefs.SetInt(savecollection, (int)currentCollection); //BuildAB.BuildAb(); BuildPlayer(builfCfg, CurrenBuildTarget); }