Esempio n. 1
0
        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();
        }
Esempio n. 3
0
        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();
        }