private static void BuildAll() { InitState(); LoadShaderList(); List <string> buildList = GetObjectPathByConfig(); List <BundleData> bundles = new List <BundleData>(); for (int i = 0; i < buildList.Count; i++) { bundles.Add(AddRootBundleData(buildList[i])); } for (int i = 0; i < bundles.Count; i++) { if (BuildHelp.BuildRootBundle(bundles[i])) { DependsData.Add(CreateDependsData(bundles[i])); } } //BuildPipeline.BuildAssetBundles() // if (DependsData.Count > 0) { string dependsConfigPath = BuildHelp.GenerateOutputDependsPath(); BMDataAccessor.SaveBundleBuildeStates(); BMDataAccessor.SaveObjectToJsonFile <List <BundleDependsData> >(DependsData, dependsConfigPath); BMDataAccessor.SaveReleaseDependsData(DependsData, BundleSetting.PlatformOutputPath + "/DependsData.release"); BMDataAccessor.ClearBundleBuildStates(DependsData); DependsData.Clear(); } else { Debug.Log("There is no written DependsData.txt!"); } }