Esempio n. 1
0
        static void ExportByResourcesCfg()
        {
            ResExportSys.instance();
            ResExportSys.m_instance.m_targetPlatform = BuildTarget.StandaloneWindows;

            ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath = ExportUtil.getStreamingDataPath("");
            ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath = UtilPath.normalPath(ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath);
            UtilPath.deleteDirectory(ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath);
            UtilPath.createDirectory(ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath);

            ResExportSys.m_instance.parseResourceXml();
            ResExportSys.m_instance.packResourceList();

            ExportUtil.CopyAssetBundlesTo(ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath, ResExportSys.m_instance.m_targetPlatform);
        }
Esempio n. 2
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 protected static void Windows_PublishProduct(BuildOptions option = BuildOptions.None)
 {
     // 创建打包输出根目录
     PublishProductUtil.createPublishProductOutputPath();
     // 实例化全局数据
     ResExportSys.instance();
     // 打包生成 unity3d 资源
     PublishProductUtil.pkgResources();
     // 导出资源列表
     ResExportSys.m_instance.m_pResourcesCfgPackData.m_exportResList.exportResList();
     // 拷贝资源到输出目录
     //PublishProductUtil.copyRes2Dest();
     // 删除 Resources 目录,防止资源被重复打包进输出镜像
     //PublishProductUtil.delResources();
     // 生成镜像
     //PublishProductUtil.buildImage(option);
     // 恢复 Resources 目录资源
     //PublishProductUtil.restoreResources();
 }
Esempio n. 3
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 static void ExportByCfg()
 {
     ResExportSys.instance();
     ResExportSys.m_instance.parseXml();
     ResExportSys.m_instance.pack();
 }