Esempio n. 1
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 public void SetAssetBundleName()
 {
     foreach (var info in _assetsMap)
     {
         AssetBundleSetNameE.SetAbNameByPath(info.Key);
     }
 }
Esempio n. 2
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 public void SetAssetBundleName()
 {
     foreach (var info in _assetsMap)
     {
         AssetBundleSetNameE.SetAbNameByParam(info, EAssetBundleConst.SHADER_BUNDLE_NAME);
     }
 }
Esempio n. 3
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        public void SetAssetBundleName()
        {
            int count = _assetsMap.Count;

            for (int i = 0; i < count; i++)
            {
                EditorUtility.DisplayProgressBar("设置主AssetBundle名字", _assetsMap[i], (float)(i + 1) / count);
                AssetBundleSetNameE.SetAbNameByParam(_assetsMap[i], _abName);
            }
            EditorUtility.ClearProgressBar();
        }
Esempio n. 4
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        public void SetAssetBundleName()
        {
            string result = string.Empty;

            foreach (var info in _assetsMap)
            {
                result += EPathHelper.GetName(info.Key) + "_";
            }

            if (_refMap.ContainsKey(result))
            {
                UnityEngine.Debug.LogError("重复的名字" + result);
            }
            foreach (var info in _assetsMap)
            {
                AssetBundleSetNameE.SetAbNameByParam(info.Key, result);
            }
        }
Esempio n. 5
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 public static void SetAbName()
 {
     AssetBundleSetNameE.SetAbNameByPath(AssetBundleConst.ResConfigName);
     AssetBundleSetNameE.SetAbNameByPath(AssetBundleConst.PackageConfigName);
     AssetBundleSetNameE.SetAbNameByPath(AssetBundleConst.DepConfigName);
 }
Esempio n. 6
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 public void SetAbName(string filePath, string directory, int index)
 {
     AssetBundleSetNameE.SetAbNameByParam(filePath, string.Format("{0}/{1:0000}", directory, index));
 }
Esempio n. 7
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 public static void TestSelectSetAllAssetBundleName()
 {
     AssetBundleSetNameE.SetSelectionAssetBundleName();
 }
Esempio n. 8
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 public static void TestSetAllAssetBundleName()
 {
     string[] all_ab_names = AssetDatabase.GetAllAssetBundleNames();
     UnityEngine.Debug.Log("设置名字之前all_ab_names:" + all_ab_names.Length);
     AssetBundleSetNameE.OblyMainAbName();
 }
Esempio n. 9
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 public static void ClearAssetBundleName()
 {
     AssetBundleSetNameE.ClearAllAssetBundleName();
     EditorUtility.DisplayDialog("清除AssetBundle", "清除完成,请查看", "OK");
 }
Esempio n. 10
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 public static void SetAllAssetBundleName()
 {
     AssetBundleSetNameE.ClearAllAssetBundleName();
     AssetBundleSetNameE.SetAllAssetName();
 }