コード例 #1
0
ファイル: AssetsMenuItem.cs プロジェクト: willhome/XAsset
        public static void BuildAssetManifest()
        {
            if (EditorApplication.isCompiling)
            {
                return;
            }
            List <AssetBundleBuild> builds = BuildRule.GetBuilds(assetsManifesttxt);

            Assets.BuildManifest(assetsManifesttxt, builds);
        }
コード例 #2
0
        public static void BuildAssetBundlesForStream()
        {
            if (EditorApplication.isCompiling)
            {
                return;
            }
            if (EditorApplication.isCompiling)
            {
                return;
            }
            List <AssetBundleBuild> builds = BuildRule.GetBuilds(assetsManifesttxt);

            BuildScript.BuildManifest(assetsManifesttxt, builds);
            BuildScript.BuildAssetBundles(builds);
        }
コード例 #3
0
        public static void BuildAssetBundles()
        {
            if (EditorApplication.isCompiling)
            {
                return;
            }
            string versionNum    = DateTime.Now.ToFileTime().ToString();
            string maninfestPath = Path.Combine(BuildScript.CreateAssetBundleDirectory(versionNum), versionNum + ".xManifest");

            // var luaPaths = AssetDatabase.FindAssets ("l:" + EditorConst.LuaScriptAssetLabel).ToList ().ConvertAll (guid => AssetDatabase.GUIDToAssetPath (guid));
            // EnsureLuaAssetLabels (); //ForLua
            // GenerateLuaLoadList (); //ForLua
            // var pathMap = ChangeFileNames (luaPaths); //ForLua
            try {
                List <AssetBundleBuild> builds = BuildRule.GetBuilds(maninfestPath);
                AssetBundleManifest     assetBundleManifest = BuildScript.BuildAssetBundles(builds, versionNum);
                BuildScript.BuildManifest(maninfestPath, builds, assetBundleManifest, false, versionNum);
            } finally {
                // RevertFileNames (pathMap); //ForLua
            }
        }