private static void BuildResource(BuildTarget buildTarget, BuildOptions buildOptions) { //新建resource文件下的Lua代码目录 PackageResourceLuaUtil.CheckAndCreateLuaTempDir(); //将lua文件拷贝到Resource下 PackageResourceLuaUtil.CopyLuaFileToResourceDirAndRenameExt(); //打包 string packageName = PackagePath.GetPackagePath(PackageType.Resource); Directory.CreateDirectory(packageName); BuildPipeline.BuildPlayer(GetAllBuildScenes(), packageName, buildTarget, buildOptions); //最后删除临时目录 PackageResourceLuaUtil.ClearLuaTempDir(); AssetDatabase.Refresh(); //打开包所在的文件夹 System.Diagnostics.Process.Start(PackagePath.GetPackagePathDir(PackageType.Resource)); }
private static void BuildAssetBundle(BuildTarget buildTarget, BuildOptions buildOptions) { //将所有的bundle文件拷贝到streamingasset文件 PackageAssetBundleUtil.CheckAndCreateAssetBundleDir(); //将assetbundle压缩到streamingAsset //if(!PackageAssetBundleUtil.CopyABToStreamingAssetDir()) if (!PackageAssetBundleUtil.CompressABToStreamingAssetDir()) { PackageAssetBundleUtil.ClearAssetBundleDir(); AssetDatabase.Refresh(); return; } //将版本文件拷贝到Resource目录 if (!PackageAssetBundleUtil.CopyVersionTxtToResourceDir()) { PackageAssetBundleUtil.ClearAssetBundleDir(); AssetDatabase.Refresh(); return; } //打包 string packageName = PackagePath.GetPackagePath(PackageType.AssetBundle); Directory.CreateDirectory(packageName); Debug.Log("packageName:" + packageName); BuildPipeline.BuildPlayer(PackagePath.sceneNames, packageName, buildTarget, buildOptions); //删除streamingAsset中的bundle目录 PackageAssetBundleUtil.ClearAssetBundleDir(); //删除拷贝到Resources目录的版本文件 PackageAssetBundleUtil.ClearResourceVersionFileDir(); AssetDatabase.Refresh(); //打开包所在的文件夹 System.Diagnostics.Process.Start(PackagePath.GetPackagePathDir(PackageType.AssetBundle)); }