/// <summary> /// Builds the asset bundles update A. /// </summary> public static void buildAssetBundlesUpdateAB() { EditorUtility.DisplayProgressBar("Generate FileList", "loading bundle manifest", 1 / 2); AssetDatabase.Refresh(); string readPath = EditorUtils.GetFileStreamingOutAssetsPath(); // 读取Streaming目录 var u3dList = EditorUtils.getAllChildFiles(readPath, @"\.meta$|\.manifest$|\.DS_Store$|\.u$", null, false); List <string> assets = new List <string> (); foreach (var s in u3dList) { string ab = EditorUtils.GetAssetPath(s); //s.Replace(readPath, "").Replace("/", "").Replace("\\", ""); assets.Add(ab); } readPath = new System.IO.DirectoryInfo(EditorUtils.GetLuaBytesResourcesPath()).FullName; // 读取lua 目录 u3dList = EditorUtils.getAllChildFiles(readPath, @"\.bytes$", null); foreach (var s in u3dList) { string ab = EditorUtils.GetAssetPath(s); //s.Replace(readPath, "").Replace("/", "").Replace("\\", ""); assets.Add(ab); } EditorUtility.ClearProgressBar(); CUtils.DebugCastTime("Time Generate FileList End"); Debug.Log("all assetbundle count = " + assets.Count); BuildScript.GenerateAssetBundlesUpdateFile(assets.ToArray()); CUtils.DebugCastTime("Time GenerateAssetBundlesUpdateFile End"); }
/// <summary> /// 检查输出目标 /// </summary> public static void CheckstreamingAssetsPath() { string dircAssert = EditorUtils.GetFileStreamingOutAssetsPath(); if (!Directory.Exists(dircAssert)) { Directory.CreateDirectory(dircAssert); } Debug.Log(string.Format("current BuildTarget ={0},path = {1} ", CUtils.platform, dircAssert)); }