//[MenuItem("版本发布/拷贝AssetBundle到StreamingAssets目录")] /*public static void CopyAssets() * { * FullVersionResource.CopyAssets(); * }*/ // 整包版本。 public static void CreateFullVersion(string pathPlatform = "", string pathPackage = "", bool development = false, bool autoConnectProfiler = false, bool isApk = true) { /*FullVersionResource.CopyAssets(); * if (ConstantData.EnablePatch) { * FullVersionResource.InitPatch(); * }*/ FullVersionResource.Build(pathPlatform, pathPackage, development, autoConnectProfiler, isApk); IGGDebug.Log(PlayerSettings.productName + "游戏发布完成"); OpenApp(); }
// 整包版本。 public static void CreateFullVersion(string pathPlatform = "", string pathPackage = "", bool development = false, bool autoConnectProfiler = false, bool isBattleDebug = false, bool isApk = true) { FullVersionResource.CopyAssets(); if (ConfigDataHelper.EnablePatch) { FullVersionResource.InitPatch(); } FullVersionResource.Build(pathPlatform, pathPackage, development, autoConnectProfiler, isBattleDebug, isApk); UnityEngine.Debug.Log(PlayerSettings.productName + "游戏发布完成"); }
private void OnClick(Button button) { /* * m_genXlua = addItem("1.XLUA生成", 0); * m_packageAb = addItem("2.序列化配置", 1); * m_buildConfig = addItem("3.打AB包", 2); * m_debugToggle = addItem("4.标记为Debug版本", 3); * m_apkToggle = addItem("5.编译APK包", 4); */ FullVersionResource.CopyAssets2Resources(); float allCount = 0; foreach (Toggle toggle in m_toggleArr) { if (toggle.Select) { allCount++; } } float index = 0; bool cannotNext = false; for (int i = 0; i < m_toggleArr.Length; i++) { if (cannotNext) { EditorUtility.DisplayDialog("提示", "已取消打包", "确认"); break; } Toggle toggle = m_toggleArr[i]; if (!toggle.Select) { continue; } cannotNext = EditorUtility.DisplayCancelableProgressBar("打包进度", toggle.Label, index / allCount); var callback = toggle.Data as Action; if (callback != null) { Debug.Log("开始执行:" + toggle.Label); try { callback(); } catch (Exception e) { Debug.LogError(toggle.Label + "错误: " + e); } Debug.Log("执行完毕:" + toggle.Label); } index++; } FullVersionResource.DeleteResourcesAssets(); EditorUtility.ClearProgressBar(); EditorUtility.DisplayDialog("提示", "打包完成", "确定"); }
static void Patch() { CommandHelper.InitFromCommandLine(); // 序列化配置 Cfg2AssetsTool.EncodeAllCfg(); // 导出AssetBundle IGGBuildPipeline.BuildAssetbundle(); // 拷贝 FullVersionResource.CopyAssets(false); // 拷贝到补丁仓库 FullVersionResource.CopyPatch(); }
public static void CopyAssets() { FullVersionResource.CopyAssets(); }