// 会将目录下的每个prefab引用的资源打成一个包,只给顶层prefab打包 private static void SetRootBundleOnly(string dir) { List <string> paths = EditorResHelper.GetPrefabsAndScenes(dir); foreach (string path in paths) { string path1 = path.Replace('\\', '/'); Object go = AssetDatabase.LoadAssetAtPath <Object>(path1); SetBundle(path1, go.name); } }
// 分析共享资源 private void SetShareBundleAndAtlas(string dir) { this.dictionary.Clear(); List <string> paths = EditorResHelper.GetPrefabsAndScenes(dir); foreach (string path in paths) { string path1 = path.Replace('\\', '/'); Object go = AssetDatabase.LoadAssetAtPath <Object>(path1); SetBundle(path1, go.name); List <string> pathes = CollectDependencies(path1); foreach (string pt in pathes) { if (pt == path1) { continue; } // 不存在则记录下来 if (!this.dictionary.ContainsKey(pt)) { // 如果已经设置了包 if (GetBundleName(pt) != "") { continue; } Log.Info($"{path1}----{pt}"); BundleInfo bundleInfo = new BundleInfo(); bundleInfo.ParentPaths.Add(path1); this.dictionary.Add(pt, bundleInfo); SetAtlas(pt, go.name); continue; } // 依赖的父亲不一样 BundleInfo info = this.dictionary[pt]; if (info.ParentPaths.Contains(path1)) { continue; } info.ParentPaths.Add(path1); DirectoryInfo dirInfo = new DirectoryInfo(dir); string dirName = dirInfo.Name; SetBundleAndAtlas(pt, $"{dirName}-share", true); } } }
private static void SetNoAtlas(string dir) { List <string> paths = EditorResHelper.GetPrefabsAndScenes(dir); foreach (string path in paths) { List <string> pathes = CollectDependencies(path); foreach (string pt in pathes) { if (pt == path) { continue; } SetAtlas(pt, "", true); } } }
private static void SetBundleAndAtlasWithoutShare(string dir) { List <string> paths = EditorResHelper.GetPrefabsAndScenes(dir); foreach (string path in paths) { string path1 = path.Replace('\\', '/'); Object go = AssetDatabase.LoadAssetAtPath <Object>(path1); SetBundle(path1, go.name, true); //List<string> pathes = CollectDependencies(path1); //foreach (string pt in pathes) //{ // if (pt == path1) // { // continue; // } // // SetBundleAndAtlas(pt, go.name); //} } }