コード例 #1
0
        static public void CopyAssetBundlesTo(string outputPath)
        {
            // Clear streaming assets folder.
            //            FileUtil.DeleteFileOrDirectory(Application.streamingAssetsPath);
            if (!Directory.Exists(outputPath))
            {
                Directory.CreateDirectory(outputPath);
            }
            string outputFolder = EditorUtility.GetPlatformName();

            // Setup the source folder for assetbundles.
            var source = Path.Combine(Path.Combine(System.Environment.CurrentDirectory, EditorUtility.AssetBundlesOutputPath), outputFolder);

            if (!System.IO.Directory.Exists(source))
            {
                Debug.Log("No assetBundle output folder, try to build the assetBundles first.");
            }

            // Setup the destination folder for assetbundles.
            var destination = System.IO.Path.Combine(outputPath, outputFolder);

            if (System.IO.Directory.Exists(destination))
            {
                FileUtil.DeleteFileOrDirectory(destination);
            }

            FileUtil.CopyFileOrDirectory(source, destination);
        }
コード例 #2
0
ファイル: BuildRule.cs プロジェクト: QuinShuai/xasset
        static void BuildAtlas()
        {
            foreach (var item in builds)
            {
                var assets = item.assetNames;
                foreach (var asset in assets)
                {
                    var importer = AssetImporter.GetAtPath(asset);
                    if (importer is TextureImporter)
                    {
                        var ti = importer as TextureImporter;
                        if (ti.textureType == TextureImporterType.Sprite)
                        {
                            var tex = AssetDatabase.LoadAssetAtPath <Texture>(asset);
                            if (tex.texelSize.x >= 1024 || tex.texelSize.y >= 1024)
                            {
                                continue;
                            }

                            var tag = item.assetBundleName.Replace("/", "_");
                            if (!tag.Equals(ti.spritePackingTag))
                            {
                                var settings = ti.GetPlatformTextureSettings(EditorUtility.GetPlatformName());
                                settings.format     = ti.GetAutomaticFormat(EditorUtility.GetPlatformName());
                                settings.overridden = true;
                                ti.SetPlatformTextureSettings(settings);
                                ti.spritePackingTag = tag;
                                ti.SaveAndReimport();
                            }
                        }
                    }
                }
            }
        }
コード例 #3
0
ファイル: BuildScript.cs プロジェクト: zijuan0810/xasset
        static public string CreateAssetBundleDirectory()
        {
            // Choose the output path according to the build target.
            string outputPath = Path.Combine(EditorUtility.AssetBundlesOutputPath, EditorUtility.GetPlatformName());
            if (!Directory.Exists(outputPath))
                Directory.CreateDirectory(outputPath);

            return outputPath;
        }
コード例 #4
0
        static string GetAssetBundleManifestFilePath()
        {
            var relativeAssetBundlesOutputPathForPlatform = Path.Combine(EditorUtility.AssetBundlesOutputPath, EditorUtility.GetPlatformName());

            return(Path.Combine(relativeAssetBundlesOutputPathForPlatform, EditorUtility.GetPlatformName()) + ".manifest");
        }
コード例 #5
0
ファイル: BuildScript.cs プロジェクト: NameSteven/TJGameFrame
        //获取打包路径
        static public string CreateAssetBundleDirectory()
        {
            // Choose the output path according to the build target.
            // string outputPath = Path.Combine(EditorUtility.AssetBundlesOutputPath, EditorUtility.GetPlatformName());
            //  string outputPath = string.Format("{0}/{1}/{2}",Application.dataPath, EditorUtility.AssetBundlesOutputPath, EditorUtility.GetPlatformName());// Path.Combine(EditorUtility.AssetBundlesOutputPath, EditorUtility.GetPlatformName());
            string outputPath = string.Format("{0}/{1}/{2}", Application.streamingAssetsPath, EditorUtility.AssetBundlesOutputPath, EditorUtility.GetPlatformName());



            if (!Directory.Exists(outputPath))
            {
                Directory.CreateDirectory(outputPath);
            }
            else
            {
                Directory.Delete(outputPath, true);
                Directory.CreateDirectory(outputPath);
            }


            return(outputPath);
        }