protected void OnGUI() { GUILayout.Label("Generates all the asset bundles"); if (GUILayout.Button("Create Monsters Bundles")) { CreateAssetBundles.BuildAssetBundles(); } GUILayout.Label("Make sure that there are no other bundle files \n" + " in the Streaming Assets"); if (GUILayout.Button("Move Bundles to Folders")) { MoveMonsterBundlesToFolders(); } GUILayout.Label("Current Bundles in MonstersMod: " + curBundlesInMosntersMod); if (GUILayout.Button("GetAllBundles in MonstersMod")) { GetAllBundles(); } GUILayout.Space(10); GUILayout.Label("WARNING : this will delete all the bundle files\n" + "that are in the MonstersMod Folder :"); if (GUILayout.Button("Delete All Bundles in MonstersMod")) { DeleteAllBundlesInMonstersMod(); GetAllBundles(); } GUILayout.Space(20); GUILayout.Label("Set List of monsters to remove from the original"); _curMonstersToRemove = (MonstersToRemove)EditorGUILayout.ObjectField(_curMonstersToRemove, typeof(MonstersToRemove), true); GUILayout.Label("Select where to export the Monsters Mod"); if (GUILayout.Button("Export Monsters Folder", GUILayout.Height(50))) { ExportMonstersFiles(); } }
private void OnSelectPlatform() { BuildTarget target = BuildTarget.StandaloneWindows; string pingtai = toolbarNames[selectBar]; switch (pingtai) { case "Windows": { target = BuildTarget.StandaloneWindows; break; } case "Android": { target = BuildTarget.Android; break; } case "iOS": { target = BuildTarget.iOS; break; } } for (int i = 0; i < selectBundle.Length; i++) { selectBundle[i] = selectBundles; } bool select = false; foreach (var s in selectBundle) { select = select || s; } if (!select) { Debug.Log("请勾选任何AB类型!"); return; } List <BundleResourceType> typeList = new List <BundleResourceType> (); //0 "人物、建筑、人物特效、地图特效、建筑通用特效、UI特效、Shader" if (selectBundle[0]) { typeList.Add(BundleResourceType.Characters); typeList.Add(BundleResourceType.Buildings); typeList.Add(BundleResourceType.NPC); typeList.Add(BundleResourceType.Particle_Character); typeList.Add(BundleResourceType.Particle_Map); typeList.Add(BundleResourceType.Particle_Building); typeList.Add(BundleResourceType.Particle_UI); typeList.Add(BundleResourceType.Shaders); } //1 "UI加载图" if (selectBundle[1]) { typeList.Add(BundleResourceType.UI_Load); } //2 "背景音乐", if (selectBundle[2]) { typeList.Add(BundleResourceType.Sound_BGM); } //3 "战斗场景音效", if (selectBundle[3]) { typeList.Add(BundleResourceType.Sound_Battle); } //4 "非战斗场景音效", if (selectBundle[4]) { typeList.Add(BundleResourceType.Sound_MainMenu); } //5 "通用的音效", if (selectBundle[5]) { typeList.Add(BundleResourceType.Sound_Common); } CreateAssetBundles.BuildAssetBundles(target, typeList.ToArray(), true); }