public static void ReBuildAllAssetBundles() { if (MyEditorTools.IsPlaying()) { return; } string outputPath = outPut; Directory.Delete(outputPath, true); Debug.LogError("删除目录: " + outputPath); }
public static void ClearAssetBundlesName() { if (MyEditorTools.IsPlaying()) { return; } //清除Ab包资源名 string[] abNames = AssetDatabase.GetAllAssetBundleNames(); for (int i = 0; i < abNames.Length; i++) { AssetDatabase.RemoveAssetBundleName(abNames[i], true); } Debug.LogError("清除全部资源AssetBundle名称完成!"); }
public static void BuidldBundles() { if (MyEditorTools.IsPlaying()) { return; } if (!Directory.Exists(resPath)) { Debug.LogError("资源路径不存在:" + resPath); } if (!Directory.Exists(outPut)) { Directory.CreateDirectory(outPut); } if (!Directory.Exists(Application.streamingAssetsPath)) { Directory.CreateDirectory(Application.streamingAssetsPath); } //把热更文件拷贝进来 //CopyHotFix(); //清除Ab包资源名 string[] abNames = AssetDatabase.GetAllAssetBundleNames(); for (int i = 0; i < abNames.Length; i++) { AssetDatabase.RemoveAssetBundleName(abNames[i], true); } Debug.LogError("清除全部资源AssetBundle名称完成!"); SetAssetsBundleName(resPath); Debug.LogError("设置AssetBundle名称完成!"); EditSpritAtlas.SetUIAtlas(); BuildPipeline.BuildAssetBundles(outPut, BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget); CreateAssetBundleFileInfo(); AssetDatabase.Refresh(); Debug.LogError("AssetBundle打包完成!"); }