Esempio n. 1
0
    public static void BuildLevel(BuildTarget target)
    {
        var d = SceneManager.GetActiveScene();

        EditorSceneManager.SaveScene(d);

        var assetBundleName = d.name + (target == BuildTarget.StandaloneWindows? ".unity3dwindows" :".unity3dandroid");
        var build           = new AssetBundleBuild()
        {
            assetNames = new[] { d.path }, assetBundleName = assetBundleName
        };
        var bundlesDir = "AssetBundles";

        Directory.CreateDirectory(bundlesDir);
        // File.Delete("AssetBundles/"+assetBundleName);
        // File.Delete("AssetBundles/"+assetBundleName+".manifest");
        AssetBundleManifest man = BuildPipeline.BuildAssetBundles(bundlesDir, new[] { build }, BuildAssetBundleOptions.ForceRebuildAssetBundle, target);

        Debug.Log("build success2 " + man.name);
#if sdk
        PlayerPrefs.SetString("assetPath", Path.GetFullPath(bundlesDir + "/" + build.assetBundleName));
        var key = Registry.CurrentUser.OpenSubKey(@"Software\Unity\UnityEditor\Phaneron\", true);
        RegistryUtilities.CopyKey(key, "Brutal Strike", Registry.CurrentUser.OpenSubKey(@"Software\Phaneron\", true));
#endif
    }