コード例 #1
0
ファイル: ExportConfig.cs プロジェクト: mengtest/fs
 public static void CreateAllAssetBundles()
 {
     ExportAB.CreateAllAssetBundles2();
     Debug.Log("===> 资源打包完成");
     ExportConfig.Export();
     Debug.Log("===> 配置打包完成");
 }
コード例 #2
0
    static void ExportResource()
    {
        // 打包的
        List <Object> luaList = new List <Object>();
        // 要删除的
        List <string> copyList = new List <string>();
        // 获取文件
        List <FileInfo> fileList = new List <FileInfo>();
        DirectoryInfo   folder   = new DirectoryInfo(m_luaScriptPath);

        GetAllFile(folder, "*.txt", ref fileList);
        GetAllFile(folder, "*.bytes", ref fileList);
        //foreach (FileInfo file in fileList)
        //{
        //    // 通过资源获取路径
        //    string prefabPath = file.FullName;
        //    // 改名,复制
        //    string copyFile = Application.dataPath + "/Resource/config/lua/" + file.Name + ".txt";

        //    string strNewPath = Path.GetDirectoryName(copyFile);
        //    strNewPath = strNewPath.Replace("\\", "/");
        //    Directory.CreateDirectory(strNewPath);

        //    File.Copy(prefabPath, copyFile, true);
        //    copyList.Add(copyFile);
        //    //Debug.Log("增加lua文件:" + prefabPath);
        //}
        AssetDatabase.Refresh();

        // 打包
        foreach (FileInfo file in fileList)
        {
            string assetPath = file.FullName.Substring(file.FullName.IndexOf("Assets"));

            AssetImporter importer = AssetImporter.GetAtPath(assetPath);
            importer.assetBundleName = "config/alllua";
            //Debug.Log("成功设置lua脚本ab名:" + assetPath);
        }

        // 拿到该文件的文件夹路径, 创建文件夹路径
        //string strNewFile = m_luaExportPath;
        //string strNewPath = Path.GetDirectoryName(strNewFile);
        //strNewPath = strNewPath.Replace("\\", "/");
        //Directory.CreateDirectory(strNewPath);


        // 开始将选择的资源打包
        //BuildPipeline.BuildAssetBundle(null, luaList.ToArray(), strNewFile,
        //                                BuildAssetBundleOptions.CompleteAssets,
        //                                ExportDefine.m_buildTarget);
        Debug.Log("打包成功:config/alllua");

        //foreach (string file in copyList)
        //{
        //    File.Delete(file);
        //}
        copyList.Clear();
        AssetDatabase.Refresh();
        ExportAB.CreateAllAssetBundles();
    }