private void BuildByPlatform(BuildTarget target, bool bClear = true, bool genInfo = false) { try { InitPath(); InitPathIdProfile(target, bClear); config = new BundleConfig(); ScanRes(); ProcessExcludeRes(); //ProcessAllSpriteAtlas(); bundleBuild = new BundleBuild(config); GenBundle(); bundleBuild.Exec(exportPath, target, bClear); if (genInfo) { OutputInfo(); } ClearForBundleGen(); Debug.Log("BuildByPlatform finish"); } catch (Exception e) { EditorUtility.ClearProgressBar(); throw; } }
public void SetAssetBundleName(BundleBuild build) { if (string.IsNullOrEmpty(BundleName)) { return; } build.SetBundle(res, BundleName); }
private void ClearForBundleGen() { PathIdProfile.Ins.FinishUpdating(); resList = null; prefabList = null; sceneList = null; bundleBuild = null; config = null; totals = null; }
private void ClearForBundleGen() { ResDataHelp.shadersAsSingleNames.Clear(); PathIdProfile.Ins.FinishUpdating(); resList = null; prefabList = null; sceneList = null; bundleBuild = null; config = null; totals = null; }