public void GenerateAssetBundleNames() { List <BuildBundleInfo> tempList = buildBundleLib.GetBundleInfoList(); for (int i = 0; i < tempList.Count; i++) { BuildBundleInfo tempInfo = tempList[i]; if (tempInfo != null) { DoSetFolderAssetBundleName(tempInfo.Prefix, tempInfo.Path, tempInfo.SuffixArray); } } }
public void RemoveAssetBundleNames() { List <BuildBundleInfo> tempList = buildBundleLib.GetBundleInfoList(); for (int i = 0; i < tempList.Count; i++) { BuildBundleInfo tempInfo = tempList[i]; if (tempInfo != null) { RemoveUnusedAssetBundleNames(tempInfo.Prefix, tempInfo.Path, tempInfo.SuffixArray); } } }
void BuildAssetBundleFolder(string _folderPath, BuildTarget _target) { List <BuildBundleInfo> tempList = buildBundleFolderLib.GetBundleInfoList(); AssetBundleBuild[] tempAssetBundleArray = new AssetBundleBuild[tempList.Count]; for (int i = 0; i < tempAssetBundleArray.Length; i++) { BuildBundleInfo tempInfo = tempList[i]; tempAssetBundleArray[i].assetBundleName = tempInfo.Prefix + tempInfo.Path + BuildConst.ExtName; List <FileParamInfo> tempInfoList = UtilityFile.GetDirectoryAllAssetsFile(_folderPath + tempInfo.Path, tempInfo.SuffixArray); string[] tempAssetNames = new string[tempInfoList.Count]; for (int j = 0; j < tempAssetNames.Length; j++) { tempAssetNames[j] = tempInfoList[j].FilePath; } tempAssetBundleArray[i].assetNames = tempAssetNames; } UtilityFile.CreateDirectory(BuildConst.BuildFolderAssetPath); BuildPipeline.BuildAssetBundles(BuildConst.BuildFolderAssetPath, tempAssetBundleArray, BuildAssetBundleOptions.ChunkBasedCompression, _target); }