Esempio n. 1
0
    public static void Build(BuildTarget buildTarget)
    {
        AssetDatabase.RemoveUnusedAssetBundleNames();
        EditorUserBuildSettings.androidBuildSubtarget = MobileTextureSubtarget.ASTC;

        if (!Directory.Exists(Application.streamingAssetsPath))
        {
            Directory.CreateDirectory(Application.streamingAssetsPath);
        }

        BuildLua.GenLuaBytes();                                                                    // 生成lua
        _BuildAllAssetBundles(buildTarget);                                                        // 生成assetBundle

        GenerateFileAllocationTable(buildTarget);                                                  // 根据lua和assetbundle生成manifest

        _PrepareResources(System.IO.Path.Combine(Application.dataPath, "StreamingAssets"), false); // 将资源拷贝入 StreamingAssets
        if (Directory.Exists(XManifest.updateRenameResOutputPath))
        {
            Directory.Delete(XManifest.updateRenameResOutputPath, true); //清理上次的资源
        }
        _PrepareResources(XManifest.updateRenameResOutputPath, true);    // 准备自动更新资源

        // gen manifest.txt into StreamingAssets
        AssetDatabase.Refresh();

        Debug.Log("<color=yellow>[Build] Build Resource Complete!</color>");
    }
Esempio n. 2
0
 static void Build_LuaAndResources_Execute()
 {
     BuildLua.target = target;
     BuildLua.BuildLuaScript();
     BuildResourcesExecute();
 }