コード例 #1
0
        private static void BuildAssetBundle(AssetBundleBuildSetting dirSetting)
        {
            var projectInfo = ProjectInfoDati.GetActualInstance();
            var startTime   = DateTime.Now;

            Debug.Log($"应用{projectInfo.DevelopProjectName}在{DateTime.Now}开始执行AssetBundle打包!");
            var assetBundleOutPutDir = projectInfo.AssetBundleBuildDir;

            IOUtility.EnsureDirExist(assetBundleOutPutDir);
            try
            {
                BuildPipeline.BuildAssetBundles(assetBundleOutPutDir,
                                                BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
            }
            catch (Exception e)
            {
                Debug.Log($"应用{projectInfo.DevelopProjectName}的AssetBundle打包操作发生异常," +
                          $"异常信息为{e.Message}!");
                throw;
            }

            var endTime       = DateTime.Now;
            var costTimeStamp = (endTime - startTime);
            var minutes       = costTimeStamp.Minutes;
            var seconds       = costTimeStamp.Seconds;

            buildTotalSecond += costTimeStamp.TotalSeconds;
            Debug.Log($"应用{projectInfo.DevelopProjectName}在{DateTime.Now}结束执行AssetBundle打包!");
            Debug.Log($"应用{projectInfo.DevelopProjectName}的AssetBundle打包操作已完成," +
                      $"耗时为{minutes}分{seconds}秒!");
            Debug.Log($"应用{projectInfo.DevelopProjectName}的AssetBundle打包操作已完成," +
                      $"当前总耗时为{buildTotalSecond}秒!");
        }
コード例 #2
0
        /// <summary>
        /// 将可序列化脚本对象创建为资产文件。
        /// 如果目标路径上已有资产文件则将会删除。
        /// 该方法会确保目标路径存在。
        /// </summary>
        /// <param name="scriptObject"></param>
        /// <param name="path"></param>
        public static void CreateScriptAsset(Object scriptObject, string path)
        {
            IOUtility.EnsureDirExist(path);
            if (File.Exists(path))
            {
                File.Delete(path);
            }

            AssetDatabase.CreateAsset(scriptObject, path);
        }
コード例 #3
0
        //[MenuItem("Yu/AssetBundle/打包当前应用的AssetBundle &b")]
        public static void BuildAllAssetBundle()
        {
            var currentApp           = ProjectInfoDati.GetActualInstance();
            var assetBundleOutPutDir = currentApp.AssetBundleBuildDir;

            IOUtility.EnsureDirExist(assetBundleOutPutDir);
            BuildPipeline.BuildAssetBundles(assetBundleOutPutDir,
                                            BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
            UnityEditorUtility.DisplayTooptx($"应用{currentApp.DevelopProjectName}的AssertBundle打包已完成!");
            AssetDatabase.Refresh();
        }
コード例 #4
0
        public static void CreateAsset(Object asset, string path,
                                       bool isDeletedExist = false)
        {
            var fullPath = UnityIOUtility.GetFullPath(path);

            if (File.Exists(fullPath) && isDeletedExist)
            {
                File.Delete(fullPath);
                Refresh();
            }

            IOUtility.EnsureDirExist(fullPath);
            var assetsPath = UnityIOUtility.GetAssetsPath(fullPath);
            var arg        = new object[] { asset, assetsPath };

            CreateAssetMethod.Invoke(null, arg);
        }