private static void ClearPackingTagAndAssetBundle() { List <string> bundlePaths = EditorResHelper.GetAllResourcePath("Assets/AssetBundles/", true); foreach (string bundlePath in bundlePaths) { AssetImporter importer = AssetImporter.GetAtPath(bundlePath); if (importer == null) { continue; } //Log.Info(bundlePath); importer.assetBundleName = ""; } //List<string> paths = EditorResHelper.GetAllResourcePath("Assets/Res", true); //foreach (string pt in paths) //{ // string extendName = Path.GetExtension(pt); // if (extendName == ".cs") // { // continue; // } // AssetImporter importer = AssetImporter.GetAtPath(pt); // if (importer == null) // { // continue; // } // //Log.Info(bundlePath); // importer.assetBundleName = ""; // SetAtlas(pt, ""); //} }
static void InitEffect() { List <string> tmpPaths = EditorResHelper.GetAllResourcePath(Effect_Path, false); foreach (string path in tmpPaths) { string tmpPath = path.Replace('\\', '/'); GameObject tmpGo = AssetDatabase.LoadAssetAtPath <GameObject>(tmpPath); if (null == tmpGo) { continue; } EffectRecord tmpEffectRecord = tmpGo.GetComponent <EffectRecord>(); if (null == tmpEffectRecord) { tmpEffectRecord = tmpGo.AddComponent <EffectRecord>(); } tmpEffectRecord.Init(); EditorUtility.SetDirty(tmpGo); } AssetDatabase.Refresh(); }
private static void ClearPackingTagAndAssetBundle(string path) { List <string> tmpResList = EditorResHelper.GetAllResourcePath(path, true); foreach (string pt in tmpResList) { if (Path.GetExtension(pt).Equals(".cs")) { continue; } AssetImporter tmpImporter = AssetImporter.GetAtPath(pt); if (tmpImporter == null) { continue; } tmpImporter.assetBundleName = ""; if (tmpImporter is TextureImporter) { (tmpImporter as TextureImporter).spritePackingTag = ""; } } }
private static void ClearPackingTagAndAssetBundle() { List <string> paths = EditorResHelper.GetAllResourcePath("Assets/Res", true); foreach (string path in paths) { SetBundleAndAtlas(path, string.Empty, true); } }
// 目录下每个prefab打个包,分析共享资源,共享资源打个包 private void SetShareBundleAndAtlas(string dir) { List <string> paths = EditorResHelper.GetAllResourcePath(dir, true); foreach (string path in paths) { string path1 = path.Replace('\\', '/'); Object go = AssetDatabase.LoadAssetAtPath <Object>(path1); SetBundle(path1, go.name); List <string> pathes = CollectDependencies(path1); foreach (string pt in pathes) { string extension = Path.GetExtension(pt); if (extension == ".cs" || extension == ".dll") { continue; } //if (pt.Contains("Resources")) //{ // continue; //} if (pt == path1) { continue; } // 不存在则记录下来 if (!this.dictionary.ContainsKey(pt)) { Debug.Log($"{path1}----{pt}"); BundleInfo bundleInfo = new BundleInfo(); bundleInfo.ParentPaths.Add(path1); this.dictionary.Add(pt, bundleInfo); SetAtlas(pt, go.name); continue; } // 依赖的父亲不一样 BundleInfo info = this.dictionary[pt]; if (info.ParentPaths.Contains(path1)) { continue; } info.ParentPaths.Add(path1); //DirectoryInfo dirInfo = new DirectoryInfo(dir); //string dirName = dirInfo.Name; SetBundleAndAtlas(pt, $"{Path.GetFileNameWithoutExtension(pt)}_share"); } } }
private static void SetBundleHumanTexture(string dir, bool subDir = true) { List <string> paths = EditorResHelper.GetAllResourcePath(dir, subDir); foreach (string path in paths) { string path1 = path.Replace('\\', '/'); Object go = AssetDatabase.LoadAssetAtPath <Object>(path1); SetBundle(path1, go.name, true); } }
private static void ClearPackingTagAndAssetBundle() { List <string> bundlePaths = EditorResHelper.GetAllResourcePath("Assets/Bundles/", true); foreach (string bundlePath in bundlePaths) { AssetImporter importer = AssetImporter.GetAtPath(bundlePath); if (importer == null) { continue; } //Log.Info(bundlePath); importer.assetBundleName = ""; } List <string> paths = EditorResHelper.GetAllResourcePath("Assets/Res", true); foreach (string path in paths) { string extendName = Path.GetExtension(path); if (extendName == ".cs") { continue; } AssetImporter importer = AssetImporter.GetAtPath(path); if (importer == null) { continue; } //Log.Info(path); importer.assetBundleName = ""; TextureImporter textureImporter = importer as TextureImporter; if (textureImporter != null) { textureImporter.spritePackingTag = ""; } } }
private static void ClearPackingTagAndAssetBundle() { List <string> bundlePaths = EditorResHelper.GetAllResourcePath("Assets/Bundles/", true); foreach (string bundlePath in bundlePaths) { SetBundle(bundlePath, "", true); List <string> pathes = CollectDependencies(bundlePath); foreach (string pt in pathes) { if (pt == bundlePath) { continue; } SetBundleAndAtlas(pt, "", true); } } }
static void InitEffectShader() { List <string> tmpPaths = EditorResHelper.GetAllResourcePath(Effect_Path, false); foreach (string path in tmpPaths) { string tmpPath = path.Replace('\\', '/'); GameObject tmpGo = AssetDatabase.LoadAssetAtPath <GameObject>(tmpPath); if (null == tmpGo) { continue; } Renderer[] tmpRenderers = tmpGo.GetComponentsInChildren <Renderer>(true); for (int i = 0; i < tmpRenderers.Length; i++) { Material[] mats = tmpRenderers[i].sharedMaterials; for (int j = 0; j < mats.Length; j++) { Material mat = mats[j]; if (mat != null) { Shader shader = Shader.Find(mat.shader.name); if (shader != null) { mat.shader = shader; } } } } EditorUtility.SetDirty(tmpGo); } AssetDatabase.Refresh(); }
private static void ClearPackingTagAndAssetBundle() { //清空根目录Bundles文件夹下的所有资源标记名 List <string> bundlePaths = EditorResHelper.GetAllResourcePath("Assets/Bundles/", true); foreach (string bundlePath in bundlePaths) { AssetImporter importer = AssetImporter.GetAtPath(bundlePath); if (importer == null) { continue; } //Log.Info(bundlePath); importer.assetBundleName = ""; } //清空根目录Res文件夹下的所有资源标记名 List <string> paths = EditorResHelper.GetAllResourcePath("Assets/Res", true); foreach (string pt in paths) { string extendName = Path.GetExtension(pt); if (extendName == ".cs") { continue; } AssetImporter importer = AssetImporter.GetAtPath(pt); if (importer == null) { continue; } //Log.Info(bundlePath); importer.assetBundleName = ""; SetAtlas(pt, ""); } }