public static void AssetBundleClearPC() { LogCat.ClearLogs(); StdioUtil.ClearDir(FilePathConst.PersistentAssetBundleRoot); EditorUtilityCat.DisplayDialog("AssetBundle PC_Persistent Clear Finished", FilePathConst.PersistentAssetBundleRoot); }
public static void GameDataClear_cs() { LogCat.ClearLogs(); File.Delete(SerializeDataConst.SaveFilePathCS); File.Delete(SerializeDataConst.SaveFilePathCS2); EditorUtilityCat.DisplayDialog(string.Format("{0} Clear Finished\n{1} Clear Finished", SerializeDataConst.SaveFilePathCS, SerializeDataConst.SaveFilePathCS2)); }
public static void AssetBundleBuild() { LogCat.ClearLogs(); //AssetBuildInfoManagerTest.Test();//需要自动设置依赖的,请在AssetBuildInfoManagerTest中添加Root文件,然后取消注释 StdioUtil.CreateDirectoryIfNotExist(BuildConst.Output_Path); LuaBuildUtil.PreBuild(); AssetBundleManifest manifest = BuildPipeline.BuildAssetBundles(BuildConst.Output_Path, BuildAssetBundleOptions.None, BuildTarget.Android); AssetPathMapBuildUtil.Build(manifest); AssetBundleMapBuildUtil.Build(manifest); ResVersionBuildUtil.Build(); AssetPathRefBuildUtil.Build(); var netBoxPath = (BuildConst.Output_Root_Path + "/NetBox.exe").Replace("/", "\\"); Process.Start(netBoxPath); EditorUtilityCat.DisplayDialog( string.Format("AssetBundle Build Finished,output:\n {0}", BuildConst.Output_Path), BuildConst.Output_Path); }
public static void AssetBundleClearServer() { LogCat.ClearLogs(); StdioUtil.ClearDir(BuildConst.Output_Path); EditorUtilityCat.DisplayDialog("AssetBundle Server Clear Finished", BuildConst.Output_Path); }
public static void LogClear() { LogCat.ClearLogs(); StdioUtil.ClearDir(LogCatConst.LogBasePath); LogCat.log(string.Format("Clear Finished Dir:{0}", LogCatConst.LogBasePath)); }