예제 #1
0
    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...");
    }
예제 #2
0
    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...");
    }