protected void packOneLevelPack(PackParam param) { string resPath = ""; List <string> nameList = new List <string>(); List <string> pathList = new List <string>(); foreach (PackItem packItem in m_packList) { pathList.Clear(); pathList.Add(param.m_inPath); pathList.Add(packItem.m_path); resPath = ExportUtil.getRelDataPath(UtilPath.combine(pathList.ToArray())); nameList.Add(resPath); } StreamedSceneAssetBundleParam bundleParam = new StreamedSceneAssetBundleParam(); bundleParam.m_levels = nameList.ToArray(); pathList.Clear(); pathList.Add(param.m_outPath); pathList.Add(m_name); bundleParam.m_locationPath = ExportUtil.getStreamingDataPath(UtilPath.combine(pathList.ToArray())); ExportUtil.BuildStreamedSceneAssetBundle(bundleParam); }
protected void packOneBundlePack(PackParam param) { string resPath = ""; List <Object> objList = new List <Object>(); List <string> assetNamesList = new List <string>(); UnityEngine.Object go; List <string> pathList = new List <string>(); foreach (PackItem packItem in m_packList) { pathList.Clear(); pathList.Add(param.m_inPath); pathList.Add(packItem.m_path); resPath = ExportUtil.getRelDataPath(UtilPath.combine(pathList.ToArray())); assetNamesList.Add(resPath); go = AssetDatabase.LoadAssetAtPath(resPath, ExportUtil.convResStr2Type(packItem.m_resType)); if (go) { objList.Add(go); } else { LoggerTool.error(string.Format("AssetDatabase.LoadAssetAtPath 不能加载资源 {0}", resPath)); } } AssetBundleParam bundleParam = new AssetBundleParam(); #if UNITY_5 bundleParam.m_buildList = new AssetBundleBuild[1]; bundleParam.m_buildList[0].assetBundleName = m_name; bundleParam.m_buildList[0].assetBundleVariant = UtilApi.UNITY3D; bundleParam.m_buildList[0].assetNames = assetNamesList.ToArray(); pathList.Clear(); pathList.Add(param.m_outPath); bundleParam.m_pathName = ExportUtil.getStreamingDataPath(UtilPath.combine(pathList.ToArray())); #elif UNITY_4_6 || UNITY_4_5 bundleParam.m_assets = objList.ToArray(); pathList.Clear(); pathList.Add(param.m_outPath); pathList.Add(m_name); bundleParam.m_pathName = ExportUtil.getStreamingDataPath(ExportUtil.combine(pathList.ToArray())); #endif ExportUtil.BuildAssetBundle(bundleParam); }
protected void packOneBundlePack(PackParam param) { string resPath = ""; List<Object> objList = new List<Object>(); List<string> assetNamesList = new List<string>(); UnityEngine.Object go; List<string> pathList = new List<string>(); foreach (PackItem packItem in m_packList) { pathList.Clear(); pathList.Add(param.m_inPath); pathList.Add(packItem.m_path); resPath = ExportUtil.getRelDataPath(ExportUtil.combine(pathList.ToArray())); assetNamesList.Add(resPath); go = AssetDatabase.LoadAssetAtPath(resPath, ExportUtil.convResStr2Type(packItem.m_resType)); if (go) { objList.Add(go); } else { LoggerTool.error(string.Format("AssetDatabase.LoadAssetAtPath 不能加载资源 {0}", resPath)); } } AssetBundleParam bundleParam = new AssetBundleParam(); #if UNITY_5 bundleParam.m_buildList = new AssetBundleBuild[1]; bundleParam.m_buildList[0].assetBundleName = m_name; bundleParam.m_buildList[0].assetBundleVariant = ExportUtil.UNITY3D; bundleParam.m_buildList[0].assetNames = assetNamesList.ToArray(); pathList.Clear(); pathList.Add(param.m_outPath); bundleParam.m_pathName = ExportUtil.getStreamingDataPath(ExportUtil.combine(pathList.ToArray())); #elif UNITY_4_6 || UNITY_4_5 bundleParam.m_assets = objList.ToArray(); pathList.Clear(); pathList.Add(param.m_outPath); pathList.Add(m_name); bundleParam.m_pathName = ExportUtil.getStreamingDataPath(ExportUtil.combine(pathList.ToArray())); #endif ExportUtil.BuildAssetBundle(bundleParam); }
public void packOnePack(PackParam param) { List<string> pathList = new List<string>(); pathList.Add(param.m_outPath); pathList.Add(m_name); string path = ExportUtil.getStreamingDataPath(ExportUtil.combine(pathList.ToArray())); ExportUtil.RecurCreateStreamDirectory(path); if (ExportUtil.BUNDLE == param.m_type) { packOneBundlePack(param); } else if (ExportUtil.LEVEL == param.m_type) { packOneLevelPack(param); } }
protected void packOneLevelPack(PackParam param) { string resPath = ""; List<string> nameList = new List<string>(); List<string> pathList = new List<string>(); foreach (PackItem packItem in m_packList) { pathList.Clear(); pathList.Add(param.m_inPath); pathList.Add(packItem.m_path); resPath = ExportUtil.getRelDataPath(ExportUtil.combine(pathList.ToArray())); nameList.Add(resPath); } StreamedSceneAssetBundleParam bundleParam = new StreamedSceneAssetBundleParam(); bundleParam.m_levels = nameList.ToArray(); pathList.Clear(); pathList.Add(param.m_outPath); pathList.Add(m_name); bundleParam.m_locationPath = ExportUtil.getStreamingDataPath(ExportUtil.combine(pathList.ToArray())); ExportUtil.BuildStreamedSceneAssetBundle(bundleParam); }