コード例 #1
0
        private void Init()
        {
            _asset       = new AssetInfo(Application.dataPath, "Assets", true);
            _validAssets = new List <AssetInfo>();
            AssetBundleTool.ReadAssetsInChildren(_asset, _validAssets);

            _assetBundle = new AssetBundleInfo();
            AssetBundleTool.ReadAssetBundleConfig(_assetBundle, _validAssets);

            _buildPath = AssetBundleTool.EditorConfigInfo.BuildPath;
            List <int> buildTargets = AssetBundleTool.EditorConfigInfo.BuildTargets;

            string[] buildTargtNames = Enum.GetNames(typeof(BuildTarget));
            for (int i = 0; i < buildTargtNames.Length; i++)
            {
                BuildTarget target = (BuildTarget)Enum.Parse(typeof(BuildTarget), (buildTargtNames[i]));
                _buildTargets.Add(buildTargtNames[i], buildTargets.Contains((int)target));
            }
            //z = (BuildTarget) AssetBundleTool.EditorConfigInfo.BuildTarget;
            _zipMode      = (ZipMode)AssetBundleTool.EditorConfigInfo.ZipMode;
            _encryptMode  = (EncryptMode)AssetBundleTool.EditorConfigInfo.EncryptMode;
            _assetVersion = AssetBundleTool.EditorConfigInfo.AssetVersion;

            Resources.UnloadUnusedAssets();
        }
コード例 #2
0
        private void Init()
        {
            _asset       = new AssetInfo(Application.dataPath, "Assets", true);
            _validAssets = new List <AssetInfo>();
            AssetBundleTool.ReadAssetsInChildren(_asset, _validAssets);

            _assetBundle = new AssetBundleInfo();
            AssetBundleTool.ReadAssetBundleConfig(_assetBundle, _validAssets);

            _buildPath    = AssetBundleTool.EditorConfigInfo.BuildPath;
            _buildTarget  = (BuildTarget)AssetBundleTool.EditorConfigInfo.BuildTarget;
            _zipMode      = (ZipMode)AssetBundleTool.EditorConfigInfo.ZipMode;
            _encryptMode  = (EncryptMode)AssetBundleTool.EditorConfigInfo.EncryptMode;
            _assetVersion = AssetBundleTool.EditorConfigInfo.AssetVersion;

            Resources.UnloadUnusedAssets();
        }