コード例 #1
0
ファイル: KBuild_UGUI.cs プロジェクト: cjpxyz/KSFramework
        public static void ExportCurrentUI()
        {
            if (EditorApplication.isPlaying)
            {
                Log.Error("Cannot export in playing mode! Please stop!");
                return;
            }
#if UNITY_4
            var windowAssets = GetUIWIndoeAssetsFromCurrentScene();
            foreach (var windowAsset in windowAssets)
            {
                BuildTools.BuildAssetBundle(windowAsset.gameObject, GetBuildRelPath(windowAsset.name));
            }
#else
            UISceneToPrefabs();
#endif
        }
コード例 #2
0
ファイル: BuildTools.cs プロジェクト: cloudsyk/KEngine
        public static uint BuildScriptableObject <T> (T scriptObject, string path, BuildTarget buildTarget,
                                                      KResourceQuality quality) where T : ScriptableObject
        {
            const string tempAssetPath = "Assets/~Temp.asset";

            AssetDatabase.CreateAsset(scriptObject, tempAssetPath);
            T tempObj = (T)AssetDatabase.LoadAssetAtPath(tempAssetPath, typeof(T));

            if (tempObj == null)
            {
                throw new System.Exception();
            }

            uint crc = BuildTools.BuildAssetBundle(tempObj, path, buildTarget, quality);

            AssetDatabase.DeleteAsset(tempAssetPath);

            return(crc);
        }