public static bool BuildSingleBundle(BundleData bundle) { UnityEngine.Object assetObj = null; string outputPath = GenerateOutputBundlePath(bundle.name); if (!LoadAssetObjectByAssetPath(bundle.assetPath, out assetObj)) { return(false); } uint crc = 0; long changTime = DateTime.Now.ToBinary(); bool succeed = BuildAssetBundle(assetObj, outputPath, out crc); BundleBuildState bundleState = BundleManager.GetBuildStateNoNull(bundle.assetPath); if (succeed) { bundleState.crc = crc; bundleState.lastDependencies = bundle.depends.ToArray(); FileInfo info = new FileInfo(outputPath); bundleState.size = info.Length; bundleState.changeTime = changTime; } else { bundleState.lastDependencies = null; } // 每次写入,文件过多会有性能问题 //BMDataAccessor.SaveBundleBuildeStates(); return(succeed); }