コード例 #1
0
        static void BeforeBuild(BuildTarget targetPlatform)
        {
            EditorUtility.DisplayProgressBar(
                "Building AssetBundles",
                string.Format("Starting building..."),
                0);

            _target = targetPlatform;

            if (Directory.Exists(_outPath) == false)
            {
                Directory.CreateDirectory(_outPath);
            }
            ResBuildUtility.ClearAssetBundleConfigurations();
        }
コード例 #2
0
        // BuildAssetBundleOptions.UncompressedAssetBundle;

        public static void Clear()
        {
            EditorUtility.DisplayProgressBar(
                "Clear AssetBundles",
                string.Format("Removing..."),
                1f);
            if (Directory.Exists(Application.streamingAssetsPath))
            {
                Directory.Delete(Application.streamingAssetsPath, true);
                Directory.CreateDirectory(Application.streamingAssetsPath);
            }
            EditorUtility.ClearProgressBar();

            ResBuildUtility.ClearAssetBundleConfigurations();
            AssetDatabase.Refresh();
        }