public void BuildTarget() { string[] lines = System.IO.File.ReadAllLines(GetABDataFileName()); string s = ""; foreach (var item in lines) { s += item; } Dictionary <string, Resolver.DataItem> ssab = Resolver.DeserializeDataItem(s); foreach (var it in ssab) { Resolver.DataItem item = it.Value; string name = item.Key; Object obj = AssetDatabase.LoadMainAssetAtPath(name); string objname = obj.name; string v = name; v = v.Replace("\\", "/"); string sub = RELATED_ROOT_PATH; int index = v.IndexOf(sub); v = v.Substring(index + sub.Length); v = v.Replace(".prefab", ""); AssetImporter.GetAtPath(name).assetBundleName = prefix + v + ".assetBundles"; } int i = 1; }
public void BuildScene() { string[] lines = System.IO.File.ReadAllLines(GetABDataFileName()); string s = ""; foreach (var item in lines) { s += item; } Dictionary <string, Resolver.DataItem> ssab = Resolver.DeserializeDataItem(s); foreach (var it in ssab) { Resolver.DataItem item = it.Value; string name = item.Key; Object obj = AssetDatabase.LoadMainAssetAtPath(name); string objname = obj.name; AssetImporter.GetAtPath(name).assetBundleName = prefix + objname + ".assetBundles"; AssetImporter.GetAtPath(item.NavName).assetBundleName = prefix + objname + ".assetBundles"; //多张lightmap只能恶心的硬编码了 int index = item.LMName.IndexOf("Lightmap-0_comp_light.exr"); string begin = item.LMName.Substring(0, index); AssetImporter o; int count = 0; do { string lm = begin + "Lightmap-" + count + "_comp_light.exr"; o = AssetImporter.GetAtPath(lm); if (o != null) { o.assetBundleName = prefix + objname + ".assetBundles"; } ++count; } while (o != null); } int i = 1; }