// 更新资源(将资源放在包体外) public static void BuildiOSUpdate() { BundleEditor.ExportBundleData(true, BuildTarget.iOS); BuildOptions opt = BuildOptions.None; CommandBuild.BuildPlayer(BuildTarget.iOS, opt, false); }
public static void BuildAndroid() { BundleEditor.ExportBundleData(false, BuildTarget.Android); BuildOptions opt = BuildOptions.UncompressedAssetBundle; CommandBuild.BuildPlayer(BuildTarget.Android, opt); }
public static void BuildWindows() { BundleEditor.ExportBundleData(false, BuildTarget.StandaloneWindows); BuildOptions opt = BuildOptions.UncompressedAssetBundle | BuildOptions.SymlinkLibraries; CommandBuild.BuildPlayer(BuildTarget.StandaloneWindows, opt); }
static void BuildWin64Exe() { Debug.Log("----BuildWin64Exe Begin!-----"); //资源打包 FullResBuilder.BuildWinRes(); //输出EXE CommandBuild.BuildWin64Exe(); // Debug.Log("----BuildWin64Exe Done!-----"); }
public static void BuildiOSUpdateTW() { if (!Internationalize.CopyInternationRes(Games.GlobeDefine.GlobeVar.TYPE_INTERNATION)) { return; } BundleEditor.ExportBundleData(true, BuildTarget.iOS); BuildOptions opt = BuildOptions.None; CommandBuild.BuildPlayer(BuildTarget.iOS, opt, false); }
public static void BuildiOS() { BuildOptions opt = BuildOptions.UncompressedAssetBundle; CommandBuild.Build(BuildTarget.iPhone, opt); }
public static void BuildWindows() { BuildOptions opt = BuildOptions.UncompressedAssetBundle | BuildOptions.SymlinkLibraries; CommandBuild.Build(BuildTarget.StandaloneWindows, opt); }
public static void BuildAndroidRapid() { BuildOptions opt = BuildOptions.UncompressedAssetBundle; CommandBuild.BuildPlayer(BuildTarget.Android, opt); }
// 不打包资源 public static void BuildiOSRapid() { BuildOptions opt = BuildOptions.None; CommandBuild.BuildPlayer(BuildTarget.iOS, opt); }
static void DelNonVersion() { CommandBuild.DelNonVersion(); }