static void BuildAssetBundlesMenuItem() { var input = AssetBundleBuildInterface.GenerateAssetBundleBuildInput(); var settings = GenerateBuildSettings(); var compression = GenerateBuildCompression(); // Rebuild sprite atlas cache for correct dependency calculation & writting Packer.RebuildAtlasCacheIfNeeded(settings.target, true, Packer.Execution.Normal); // Generate command set with dependencies var commands = GenerateBuildCommandSet(input, settings); // Ensure the output path is created // TODO: mabe we should do something if it exists, incremental building? Directory.CreateDirectory(settings.outputFolder); var output = AssetBundleBuildInterface.WriteResourcefilesForAssetBundles(commands, settings); foreach (var bundle in output.results) { var filePath = Path.Combine(settings.outputFolder, bundle.assetBundleName); Directory.CreateDirectory(Path.GetDirectoryName(filePath)); AssetBundleBuildInterface.ArchiveAndCompressAssetBundle(bundle.resourceFiles, filePath, compression); } CacheAssetBundleBuildOutput(output, settings); }
static void BuildAssetBundlesMenuItem() { var input = AssetBundleBuildInterface.GenerateAssetBundleBuildInput(); var settings = GenerateBuildSettings(); var compression = GenerateBuildCompression(); var commands = GenerateBuildCommandSet(input, settings); // Ensure the output path is created // TODO: mabe we should do something if it exists, incremental building? Directory.CreateDirectory(settings.outputFolder); var output = AssetBundleBuildInterface.WriteResourcefilesForAssetBundles(commands, settings); //foreach (var bundle in output.results) // AssetBundleBuildInterface.ArchiveAndCompressAssetBundle(bundle.resourceFiles, Path.Combine(settings.outputFolder, bundle.assetBundleName), compression); //CacheAssetBundleBuildOutput(output, settings); }