private void OnDestroy() { _setting_info = null; UnpackCommon.ClearAssetBundleSettingInfo(); _asset_bundle_name_path = null; _asset_bundle_names = null; }
public static AssetBundleSettingInfo GetSettingInfo() { if (_setting_info == null) { _setting_info = new AssetBundleSettingInfo(); _setting_info.LoadToFile(); } return(_setting_info); }
void CopyData() { AssetBundleSettingInfo info = new AssetBundleSettingInfo(); info.LoadToFile(); _setting_info = info; _asset_bundle_name_path.AddRange(_setting_info.AssetsMap.Keys); _asset_bundle_names.AddRange(_setting_info.AssetsMap.Values); _setting_info.AssetsMap.Clear(); }
public static void ClearNames() { AssetBundleSettingInfo settingInfo = UnpackCommon.GetSettingInfo(); for (int i = 0; i < settingInfo.UnpackPath.Count; i++) { string assetPath = Application.dataPath + "/" + settingInfo.UnpackPath[i]; ClearAssetBundleName(assetPath); } Debug.Log("清除完成!"); }
// 所有的着色器打成一个包 public static void ResetNames() { ClearNames(); AssetBundleSettingInfo settingInfo = UnpackCommon.GetSettingInfo(); for (int i = 0; i < settingInfo.UnpackPath.Count; i++) { string sourcePath = Application.dataPath + "/" + settingInfo.UnpackPath[i]; SetAssetBundleName(sourcePath); } Debug.Log("设置完成!"); }
private void OnEnable() { _asset_bundle_name_path = new List <string>(); _asset_bundle_names = new List <string>(); #if UNITY_STANDALONE_WIN UnpackCommon.Target = BuildTarget.StandaloneWindows; #endif #if UNITY_ANDROID AssetBundleCommon.Target = BuildTarget.Android; #endif #if UNITY_IPHONE AssetBundleCommon.Target = BuildTarget.iOS; #endif _setting_info = UnpackCommon.GetSettingInfo(); _asset_bundle_name_path.AddRange(_setting_info.AssetsMap.Keys); _asset_bundle_names.AddRange(_setting_info.AssetsMap.Values); _setting_info.AssetsMap.Clear(); }
public static void ClearAssetBundleSettingInfo() { _setting_info = null; }