コード例 #1
0
        public AssetBundleRes(string assetName)
        {
            mPath = ResKitUtil.FullPathForAssetBundle(assetName);

            Name = assetName;

            State = ResState.Waiting;
        }
コード例 #2
0
        static void BuildAssetBundles()
        {
            var outputPath = Application.streamingAssetsPath + "/AssetBundles/" + ResKitUtil.GetPlatformName();

            if (!Directory.Exists(outputPath))
            {
                Directory.CreateDirectory(outputPath);
            }

            BuildPipeline.BuildAssetBundles(outputPath, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);

            AssetDatabase.Refresh();
        }
コード例 #3
0
ファイル: ResData.cs プロジェクト: Luffyzeng/ZCode
        public void Load()
        {
            if (ResMgr.IsSimulationModeLogic)
            {
#if UNITY_EDITOR
                var assetBundleNames = UnityEditor.AssetDatabase.GetAllAssetBundleNames();

                foreach (var assetBundleName in assetBundleNames)
                {
                    var dependencyBundleNames = UnityEditor.AssetDatabase.GetAssetBundleDependencies(assetBundleName, false);

                    var assetBundleData = new AssetBundleData {
                        Name = assetBundleName, dependencyBundleNames = dependencyBundleNames
                    };

                    var assetPaths = UnityEditor.AssetDatabase.GetAssetPathsFromAssetBundle(assetBundleName);

                    foreach (var assetPath in assetPaths)
                    {
                        var assetData = new AssetData()
                        {
                            Name            = assetPath.Split('/').Last().Split('.').First(),
                            OwnerBundleName = assetBundleName
                        };

                        assetBundleData.AssetDataList.Add(assetData);
                    }

                    AssetBundleDatas.Add(assetBundleData);
                }
#endif
            }
            else
            {
                var maniBundle = AssetBundle.LoadFromFile(ResKitUtil.FullPathForAssetBundle(ResKitUtil.GetPlatformName()));
                mManifest = maniBundle.LoadAsset <AssetBundleManifest>("AssetBundleManifest");
            }
        }