public void ExportUnityObjectsIndependent(List <UnityEngine.Object> prefabList, ysEditorData editorData) { AssetBundleBuild[] buildArray = new AssetBundleBuild[prefabList.Count]; for (int i = 0; i < prefabList.Count; i++) { buildArray[i].assetBundleName = FormatOutputName(prefabList[i].name); buildArray[i].assetNames = new string[] { AssetDatabase.GetAssetPath(prefabList[i]) }; } BuildTarget buildTaget = BuildTarget.Android; switch (editorData.buildTarget) { case ysEditorData.Platform.android: buildTaget = BuildTarget.Android; break; case ysEditorData.Platform.ios: buildTaget = BuildTarget.iOS; break; default: break; } BuildPipeline.BuildAssetBundles( editorData.outputDirectoryPath, buildArray, BuildAssetBundleOptions.DeterministicAssetBundle | BuildAssetBundleOptions.ForceRebuildAssetBundle, buildTaget); Debug.Log("All prefab exports succeed..."); }
public void ExportUnityObjects(UnityEngine.Object[] prefabs, ysEditorData editorData) { AssetBundleBuild[] buildArray = new AssetBundleBuild[1]; buildArray[0].assetBundleName = FormatOutputName(editorData.bundleName); string[] paths = new string[prefabs.Length]; for (int i = 0; i < prefabs.Length; i++) { paths[i] = AssetDatabase.GetAssetPath(prefabs[i]); } buildArray[0].assetNames = paths; BuildTarget buildTaget = BuildTarget.Android; switch (editorData.buildTarget) { case ysEditorData.Platform.android: buildTaget = BuildTarget.Android; break; case ysEditorData.Platform.ios: buildTaget = BuildTarget.iOS; break; default: break; } BuildPipeline.BuildAssetBundles( editorData.outputDirectoryPath, buildArray, BuildAssetBundleOptions.DeterministicAssetBundle | BuildAssetBundleOptions.ForceRebuildAssetBundle, buildTaget); Debug.Log("All prefab exports succeed..."); }