예제 #1
0
 private void OnDestroy()
 {
     _setting_info = null;
     UnpackCommon.ClearAssetBundleSettingInfo();
     _asset_bundle_name_path = null;
     _asset_bundle_names     = null;
 }
예제 #2
0
 public static AssetBundleSettingInfo GetSettingInfo()
 {
     if (_setting_info == null)
     {
         _setting_info = new AssetBundleSettingInfo();
         _setting_info.LoadToFile();
     }
     return(_setting_info);
 }
예제 #3
0
    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!");
    }
예제 #6
0
    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();
    }
예제 #7
0
 public static void ClearAssetBundleSettingInfo()
 {
     _setting_info = null;
 }