public static void BuildDataTable() { //Log.I("Start BuildAssetDataTable!"); ResDatas table = new ResDatas(); EditorRuntimeAssetDataCollector.AddABInfo2ResDatas(table); var filePath = (FilePath.StreamingAssetsPath + ResKitUtil.RELATIVE_AB_ROOT_FOLDER).CreateDirIfNotExists() + table.FileName; table.Save(filePath); AssetDatabase.Refresh(); }
public static void BuildDataTable() { Log.I("Start BuildAssetDataTable!"); ResDatas table = ResDatas.Create(); ProcessAssetBundleRes(table); var filePath = (FilePath.StreamingAssetsPath + QFrameworkSettingData.RELATIVE_AB_ROOT_FOLDER).CreateDirIfNotExists() + QFrameworkSettingData.EXPORT_ASSETBUNDLE_CONFIG_FILENAME; table.Save(filePath); AssetDatabase.Refresh(); }
public static void BuildDataTable(string[] abNames = null, string outputPath = null) { Log.I("Start Default BuildAssetDataTable!"); var table = new ResDatas(); ConfigFileUtility.AddABInfo2ResDatas(table, abNames); var filePath = (outputPath ?? (AssetBundlePathHelper.StreamingAssetsPath + AssetBundleSettings.RELATIVE_AB_ROOT_FOLDER)).CreateDirIfNotExists() + ResDatas.FileName; table.Save(filePath); AssetDatabase.Refresh(); }
public static void BuildDataTable() { Log.I("Start BuildAssetDataTable!"); ResDatas table = new ResDatas(); FromUnityToDll.Setting.AddABInfo2ResDatas(table); var filePath = (FromUnityToDll.Setting.StreamingAssetsPath + AssetBundleSettings.RELATIVE_AB_ROOT_FOLDER).CreateDirIfNotExists() + table.FileName; table.Save(filePath); AssetDatabase.Refresh(); }