// unity editor启动和运行时调用 static AssetBundleMenuItems() { // 1、模拟模式下在电脑上模拟手机资源更新过程,如果需要更新最新ab,需要手动构建;如果根本没有ab,则构建一次 // 2、模拟模式下需要用到streamingAsset,没有资源则拷贝一次,之后总是从本地服务器下载ab到persistentDataPath var platformName = AssetBundleUtility.GetCurPlatformName(); var outputManifest = Path.Combine(AssetBundleConfig.AssetBundlesBuildOutputPath, platformName); outputManifest = Path.Combine(outputManifest, platformName); if (!File.Exists(outputManifest)) { AssetBundleBuildScript.BuildAssetBundles(); } var streamingManifest = Path.Combine(Application.streamingAssetsPath, AssetBundleConfig.AssetBundlesFolderName); streamingManifest = Path.Combine(streamingManifest, platformName); streamingManifest = Path.Combine(streamingManifest, platformName); if (!File.Exists(streamingManifest)) { AssetBundleUtility.CopyPlatformAssetBundlesToStreamingAssets(); AssetDatabase.Refresh(); } LaunchAssetBundleServer.CheckAndDoRunning(); }
static public void BuildIOSAssetBundles() { AssetBundleBuildScript.BuildAssetBundles(BuildTarget.iOS); }
static public void BuildAndoridAssetBundles() { AssetBundleBuildScript.BuildAssetBundles(BuildTarget.Android); }
static public void BuildStandalonePlayer() { AssetBundleBuildScript.BuildStandalonePlayer(); }
static public void BuildPlayer() { AssetBundleBuildScript.BuildPlayer(); }