public static void UpdateAllBundleName(bool isClean = true) { if (isClean) { ClearAllBundleName(); } int fileCount = 0; int dirCount = 0; foreach (BundleInfo info in BundleConfig.BUNDLE_CONFIG) { if (info.FileExts != null) { EditorUtils.ProcessDir(info.SrcPath, info.FileExts, (filePath, data) => { if (UpdateBundleName(filePath, (BundleInfo)data)) { ++fileCount; } }, info); } else { UpdateBundleName(info.SrcPath, info); ++dirCount; } } AssetDatabase.Refresh(); EditorLog.Info(string.Format("设置完毕!共有:{0}个文件和{1}个目录更新。", fileCount, dirCount)); }
public static void BuildGeneric(string[] scenes, string targetPath, BuildTarget buildTarget) { BuildOptions op = EditorUserBuildSettings.development ? BuildOptions.Development : BuildOptions.None; string result = BuildPipeline.BuildPlayer(scenes, targetPath, buildTarget, op); if (result.Length > 0) { throw new Exception(string.Format("Build Player Error: {0}", result)); } EditorLog.Info("包导出成功:" + targetPath.Replace("\\", "/")); }