public static void BuildAllAssetBundle() { bool state = true; #if UNITY_EDITOR state = EditorUtility.DisplayDialog("依赖关系生成选择框", "是否确认重新生成依赖关系,不能确认请点击OK。", "OK->重新分析资源依赖关系", "Cancel->直接打包AssetBundle"); #endif if (state) { ToLuaMenu.ClearLuaFilesFromSrcPath(); ToLuaMenu.CopyLuaFilesToSrcPath(); AssetDependenciesAnalysis analysiser = new AssetDependenciesAnalysis(); analysiser.AnalysisAllAsset(); //tips:Unity5.x Scripts not need to build AssetBundle //analysiser.BuildAllScripts(); } BuildAssetBundle(); }
public static void BuildLua() { ToLuaMenu.ClearLuaFilesFromSrcPath(); ToLuaMenu.CopyLuaFilesToSrcPath(); string[] allPath = Directory.GetFiles(FilePathUtil.resPath + "Lua/", "*.*", SearchOption.AllDirectories); //剔除.meta文件; List <string> allLuaAsset = new List <string>(); foreach (string tempPath in allPath) { string path = tempPath.Replace("\\", "/"); if (Path.GetExtension(path) == ".meta") { continue; } allLuaAsset.Add(path); } int index = 0; foreach (string tempPath in allLuaAsset) { index++; EditorUtility.DisplayProgressBar("Set Asset AssetBundle Name", "AssetBundle Name Setting Progress", (index / allLuaAsset.Count)); AssetImporter importer = AssetImporter.GetAtPath(tempPath); if (importer != null) { importer.assetBundleName = FilePathUtil.GetAssetBundleFileName(AssetType.Lua, "Lua"); AssetDatabase.ImportAsset(tempPath); } } EditorUtility.ClearProgressBar(); //tips:Unity5.x Scripts not need to build AssetBundle //analysiser.BuildAllScripts(); BuildAssetBundle(); }