public static void exportLanguage() { string assetPath = "Assets/Lan/"; string path = Application.dataPath + "/Lan/"; //AssetDatabase.GetAssetPath(obj).Replace("Assets",""); List <string> files = getAllChildFiles(path, "csv"); string outPath = ExportAssetBundles.GetOutPath(); CheckDirectory(Application.dataPath.Replace("Assets", "") + outPath); CheckDirectory(Application.dataPath.Replace("Assets", "") + outPath + "/Lan"); foreach (string name in files) { string abPath = assetPath + name.Replace(path, ""); // Debug.Log(abPath); string tarPath = outPath + "/Lan"; string abName = CUtils.GetURLFileName(name) + "." + Common.LANGUAGE_SUFFIX; ExportAssetBundles.BuildABs(new string[] { abPath }, tarPath, abName, BuildAssetBundleOptions.CompleteAssets); Debug.Log(tarPath + abName + " export"); } }
public static void exportConfig() { string path = Application.dataPath + "/Config"; //AssetDatabase.GetAssetPath(obj).Replace("Assets",""); List <string> files = getAllChildFiles(path + "/", "csv"); string assetPath = "Assets/Config"; List <string> res = new List <string>(); foreach (string name in files) { string abPath = assetPath + name.Replace(path, ""); Debug.Log(abPath); res.Add(abPath); } string cname = "font1.u3d"; string outPath = ExportAssetBundles.GetOutPath(); string tarName = outPath + "/" + cname; CheckDirectory(Application.dataPath.Replace("Assets", "") + outPath); ExportAssetBundles.BuildABs(res.ToArray(), outPath, cname, BuildAssetBundleOptions.CompleteAssets); Debug.Log(tarName + " export"); }
public static void exportLua() { checkLuaExportPath(); string path = Application.dataPath + "/Lua/"; //AssetDatabase.GetAssetPath(obj).Replace("Assets",""); List <string> files = getAllChildFiles(path); // Directory.GetFiles(Application.dataPath + path); IList <string> childrens = new List <string>(); foreach (string file in files) { if (file.EndsWith("lua")) { childrens.Add(file); } } Debug.Log("luajit path = " + luacPath); string crypName = "", fileName = "", outfilePath = "", arg = ""; System.Text.StringBuilder sb = new System.Text.StringBuilder(); //refresh directory DirectoryDelete(Application.dataPath + OutLuaPath); CheckDirectory(Application.dataPath + OutLuaPath); //CheckDirectory(Application.dataPath.Replace("Assets","")+outPath); List <string> exportNames = new List <string> (); foreach (string filePath in childrens) { fileName = CUtils.GetURLFileName(filePath); crypName = filePath.Replace(path, "").Replace(".lua", "." + Common.LUA_LC_SUFFIX).Replace("\\", "_").Replace("/", "_"); outfilePath = Application.dataPath + OutLuaPath + crypName; exportNames.Add("Assets" + OutLuaPath + crypName); sb.Append(fileName); sb.Append("="); sb.Append(crypName); sb.Append("\n"); #if Nlua || UNITY_IPHONE arg = "-o " + outfilePath + " " + filePath; // luac File.Copy(filePath, outfilePath, true); // source code copy #else arg = "-b " + filePath + " " + outfilePath; //for jit //Debug.Log(arg); //System.Diagnostics.Process.Start(luacPath, arg);//jit File.Copy(filePath, outfilePath, true);// source code copy #endif } Debug.Log("lua:" + path + "files=" + files.Count + " completed"); System.Threading.Thread.Sleep(1000); AssetDatabase.Refresh(); //u5 打包 string outPath = ExportAssetBundles.GetOutPath(); CheckDirectory(Application.dataPath.Replace("Assets", "") + outPath); ExportAssetBundles.BuildABs(exportNames.ToArray(), "Assets" + OutLuaPath, "luaout.bytes", BuildAssetBundleOptions.CompleteAssets); //Encrypt string tarName = Application.dataPath + OutLuaPath + "luaout.bytes"; string realOutPath = ExportAssetBundles.GetOutPath() + "/font.u3d"; byte[] by = File.ReadAllBytes(tarName); byte[] Encrypt = CryptographHelper.Encrypt(by, GetKey(), GetIV()); File.WriteAllBytes(realOutPath, Encrypt); Debug.Log(realOutPath + " export"); }