BuildAssetResource() public static method

生成绑定素材
public static BuildAssetResource ( BuildTarget, target ) : void
target BuildTarget,
return void
コード例 #1
0
ファイル: PackDialog.cs プロジェクト: dsz0/LazLuaDev
    private void OnGUI()
    {
        GUILayout.Label("新包路径:" + Application.dataPath.Replace("Assets", EditorUtil.AssetBundlesOutputPath));
        if (GUILayout.Button("Build新包" + Util.GetPlatformName()))
        {
            EditorUtil.BundleTime += 1;
            string temp = Application.dataPath.Replace("Assets", EditorUtil.BundlePath) + "/";
            temp = temp.Replace("\\", "/");
            if (Packager.BuildAssetResource(EditorUserBuildSettings.activeBuildTarget, temp))
            {
                m_JustBundlePath = temp;
            }
        }
        GUILayout.Label("现在打包版本为当前Editor设置的平台");
        GUILayout.Label("注意,上面按钮打包会自动更新当前的小版本号!!");
        if (GUILayout.Button("还原当Version号"))
        {
            EditorUtil.BundleTime = 0;
        }
        GUILayout.Label("刚打包的目录:" + m_JustBundlePath);
        GUILayout.Label("游戏包资源目录:" + Application.streamingAssetsPath);
        if (GUILayout.Button("清理StreamingAssets并向其拷贝刚打包资源"))
        {
            if (m_JustBundlePath != null)
            {
                CopyDir(m_JustBundlePath, Application.streamingAssetsPath);
            }
            else
            {
                EditorUtility.DisplayDialog("提示", "还未进行打包!", "开始打包", "取消拷贝");
            }
        }
        GUILayout.Label("下面按钮会打包到路径:" + pathToStoreAB);
        GUILayout.Label("当前Lua包版本号:" + EditorUtil.luaPackVersion);
        if (GUILayout.Button("选择打包目录"))
        {
            pathToStoreAB = EditorUtility.OpenFolderPanel("选择你想拷贝到的目录", pathToStoreAB, "");
        }
        if (GUILayout.Button("Build iPhone Resource"))
        {
            BuildTarget target;
#if UNITY_5
            target = BuildTarget.iOS;
#else
            target = BuildTarget.iPhone;
#endif
            m_JustBundlePath = pathToStoreAB + "/" + EditorUtil.luaPackVersion + "/iOS/";
            Packager.BuildAssetResource(target, m_JustBundlePath);
        }
        if (GUILayout.Button("Build Android Resource"))
        {
            m_JustBundlePath = pathToStoreAB + "/" + EditorUtil.luaPackVersion + "/Android/";
            Packager.BuildAssetResource(BuildTarget.Android, m_JustBundlePath);
        }
        if (GUILayout.Button("Build Windows Resource"))
        {
            m_JustBundlePath = pathToStoreAB + "/" + EditorUtil.luaPackVersion + "/Windows/";
            Packager.BuildAssetResource(BuildTarget.StandaloneWindows, m_JustBundlePath);
        }
    }
コード例 #2
0
 void BuildLuaAndCopyResources()
 {
     ABPackHelper.ShowProgress("", 1);
     AssetDatabase.Refresh();
     Packager.BuildAssetResource(ABPackHelper.GetBuildTarget());
     ABPackHelper.CopyAssets(ABPackHelper.BUILD_PATH + LuaConst.osDir);
     ABPackHelper.CopyToTempAssets();
     AssetDatabase.Refresh();
 }