/// <summary> /// 生成资源配置信息: 资源包信息, 资源与包的关系信息 /// </summary> static void CreatAssetversionInfo(string game) { Dictionary <string, Hash128> abDic = new Dictionary <string, Hash128>(); string manifestFolder = game + "_ab"; string mainFolder = game + "_Res"; mainFolder = mainFolder.ToLower(); GetABInfo(game, pathRes_Editor + "/" + manifestFolder + "/" + mainFolder, ref abDic); AssetVersion rinfo = new AssetVersion(); rinfo.manifestName = mainFolder + "/" + manifestFolder; // 将manifest文件放入对应游戏资源子目录下 foreach (KeyValuePair <string, Hash128> kp in abDic) { rinfo.bundlesInfo.Add(kp.Key, kp.Value); } string path = pathConfig_Editor + "/" + game + "/assetVersion.config"; FileUtil.SaveFile(path, rinfo.ToStr()); CopyToStreamingAssets(game, path); }
void initAppConfig() { string[] gs = System.Enum.GetNames(typeof(GameEnum)); APPVersion app = new APPVersion(); //AssetConfig for (int i = 0; i < gs.Length; i++) { GameVersion ver = new GameVersion(gs[i], "name:" + gs[i]); app.Add(ver); AssetVersion aver = new AssetVersion(); aver.assetVersion = 0; AssetbundleConfig abcon = new AssetbundleConfig(); abcon.AddAssetBundle("test", "has001"); PreloadConfig pre = new PreloadConfig(); FileUtil.SaveFile(path + "/" + gs[i] + "/assetVersion.config", aver.ToStr()); FileUtil.SaveFile(path + "/" + gs[i] + "/abConfig.config", abcon.ToString()); FileUtil.SaveFile(path + "/" + gs[i] + "/preloadConfig.config", pre.ToString()); } FileUtil.SaveFile(path + "/appVersion.config", app.ToString()); //appversion }