/// <summary> /// 返回Key为资源Path,Value为该资源所在的BundlePath字典 /// </summary> /// <param name="splitPathListListDict"></param> private static Dictionary <string, string> BuildAssets(Dictionary <string, List <List <string> > > splitPathListListDict) { Dictionary <string, string> result = new Dictionary <string, string>(); foreach (string entryPath in splitPathListListDict.Keys) { List <List <string> > assetPathListList = splitPathListListDict[entryPath]; List <StrategyNode> nodeList = AssetBuildStrategyManager.GetAssetBuildStrategy(entryPath).nodeList; HashSet <string> bundlePathSet = new HashSet <string>(); for (int i = 0; i < assetPathListList.Count; i++) { Dictionary <string, string> bundlePathDict = AssetBundleBuilder.Add(entryPath, assetPathListList[i], nodeList[i]); foreach (string k in bundlePathDict.Keys) { string path = ReplaceTemparyPath(k); if (result.ContainsKey(path) == false) { result.Add(path, bundlePathDict[k]); } bundlePathSet.Add(bundlePathDict[k]); } } AssetRecordHelper.RecordAssetDependency(entryPath, bundlePathSet.ToList <string>()); } AssetBundleBuilder.Build(); return(result); }
private static void Build(BuildTarget target) { m_Builder = new AssetBundleBuilder(); m_Builder.Init(startPath, target); BuildConfigure(); m_Builder.Build(); m_Builder = null; }
/// <summary> /// Builds for ios. /// </summary> public static void BuildForIOS() { var args = GetArgs(); EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.iOS, BuildTarget.iOS); AssetBundleBuilder.Build(); BuildPipeline.BuildPlayer(GetBuildScenes(), args["out"], BuildTarget.iOS, BuildOptions.None); }
/// <summary> /// Builds for android. /// </summary> public static void BuildForAndroid() { var args = GetArgs(); PlayerSettings.productName = args["name"]; PlayerSettings.bundleVersion = args["version"]; EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Android, BuildTarget.Android); AssetBundleBuilder.Build(); BuildPipeline.BuildPlayer(GetBuildScenes(), args["out"], BuildTarget.Android, BuildOptions.None); }
public static void BuildAssetBundlesForCurrentPlatform() { var targetPlatform = AssetBundleEditorUtility.GetCurrentBuildTarget(); if (targetPlatform != BuildTarget.NoTarget) { var options = AssetBundleEditorUtility.GetBuildOptions(); AssetBundleBuilder.Build(targetPlatform, options); } else { Debug.LogError("Current platform has not supported."); } }
static void OnBuildAssetBundle() { AssetBundleBuilder.Build(); }
public static void BuildAssetBundlesForWebGL() { var options = AssetBundleEditorUtility.GetBuildOptions(); AssetBundleBuilder.Build(BuildTarget.WebGL, options); }
public static void BuildAssetBundlesForWindows() { var options = AssetBundleEditorUtility.GetBuildOptions(); AssetBundleBuilder.Build(BuildTarget.StandaloneWindows64, options); }