public static void BuildDev() { if (!EditorUtility.DisplayDialog("", "是否开始打包?", "确定", "取消")) { Debug.Log("取消打包"); return; } if (EditorUtility.DisplayDialog("", "是否先设置Assetbundle名字", "确定", "取消")) { AutoSetAssetBundleName.Init(true); } EditorUtility.DisplayProgressBar("打包中", "打包中...", 0f); string[] outputPathArray = new string[] { "assetbundle/sprite/", "assetbundle/data/", "assetbundle/ui/", }; foreach (string outputPath in outputPathArray) { if (Directory.Exists(EditorConfig.GetoutputPath() + "/" + outputPath)) { Directory.Delete(outputPath, true); } Directory.CreateDirectory(outputPath); } BuildPipeline.BuildAssetBundles(EditorConfig.GetoutputPath(), BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget); BuildDll(); EditorUtility.ClearProgressBar(); AssetDatabase.Refresh(); }
//[MenuItem("武当剑工具/资源打包/打包(预制件)", false, 10)] public static void BuildPrefab() { if (EditorUtility.DisplayDialog("", "是否先设置Assetbundle名字", "确定", "取消")) { AutoSetAssetBundleName.Init(); } EditorUtility.DisplayProgressBar("打包中", "打包中...", 0f); string outputPath = EditorConfig.GetoutputPath(); if (Directory.Exists(outputPath)) { Directory.Delete(outputPath, true); } Directory.CreateDirectory(outputPath); BuildPipeline.BuildAssetBundles(outputPath, BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget); EditorUtility.ClearProgressBar(); AssetDatabase.Refresh(); }