예제 #1
0
        /// <summary>
        /// 资源打包
        /// </summary>
        public void BuildAssetBundle(BuildTarget buildPlatform)
        {
            AssetDatabase.RemoveUnusedAssetBundleNames();
            string rootPath = AppPaths.DataPathResDataRoot;

            if (!Directory.Exists(rootPath))
            {
                EditorUtility.DisplayDialog("警告!", "所需资源目录不存在:" + rootPath, "确定");
                return;
            }
            string[] assetLabelRoots = Directory.GetDirectories(rootPath);
            if (assetLabelRoots.Length == 0)
            {
                EditorUtility.DisplayDialog("提示!", "没有需要打包的资源!!!", "确定");
                return;
            }

            ShipDockEditorData editorData = ShipDockEditorData.Instance;

            editorData.outputRoot    = AppPaths.StreamingResDataRoot;
            editorData.platformPath  = GetSuffix(buildPlatform);
            editorData.buildPlatform = buildPlatform;

            UnityEngine.Object[] selections = Selection.GetFiltered <UnityEngine.Object>(SelectionMode.DeepAssets);
            ShipDockEditorData.Instance.selections = selections;
            AssetBundleInfoPopupEditor.Popup();
        }
        protected override void CheckGUI()
        {
            base.CheckGUI();

            EditorGUILayout.Space();
            EditorGUILayout.BeginVertical();
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("资源包名称:");
            //ValueItemTextField("abName");
            //ValueItemTextField("abPath");
            EditorGUILayout.Space();
            EditorGUILayout.EndHorizontal();

            ResList = ShipDockEditorData.Instance.selections;

            CreateAssetItemWithButton();

            string abName = string.Empty;

            if (GUILayout.Button("Build"))
            {
                ShipDockEditorData editorData = ShipDockEditorData.Instance;

                editorData.ABCreaterMapper?.Clear();
                Utils.Reclaim(ref editorData.ABCreaterMapper, false);

                editorData.ABCreaterMapper = new KeyValueList <string, List <ABAssetCreater> >();
                CreateAssetImporters(ref abName, ref editorData.ABCreaterMapper);

                string output = editorData.outputRoot;//.Append(abPath);
                if (!Directory.Exists(output))
                {
                    Directory.CreateDirectory(output);
                }

                BuildAssetByCreater();
                //BuildPipeline.BuildAssetBundles(output, BuildAssetBundleOptions.None, editorData.buildPlatform);

                if (EditorUtility.DisplayDialog("提示", string.Format("资源打包完成!!!"), "OK"))
                {
                    AssetDatabase.Refresh();
                }
            }

            EditorGUILayout.Space();
            EditorGUILayout.EndVertical();
        }
        private void BuildAssetByCreater()
        {
            ShipDockEditorData editorData = ShipDockEditorData.Instance;

            string abName;
            string output;
            List <ABAssetCreater> list;

            int           max     = editorData.ABCreaterMapper.Size;
            List <string> abNames = editorData.ABCreaterMapper.Keys;
            List <List <ABAssetCreater> > creaters = editorData.ABCreaterMapper.Values;

            for (int i = 0; i < max; i++)
            {
                abName = abNames[i];
                list   = creaters[i];
                int m = list.Count;
                for (int n = 0; n < m; n++)
                {
                    list[n].Importer.assetBundleName = abName;
                    Debug.Log(abName);
                }
                //output = editorData.outputRoot.Append(abName);
                //Debug.Log(output);
                //if (!Directory.Exists(output))
                //{
                //    Directory.CreateDirectory(output);
                //}

                //for (int n = 0; n < m; n++)
                //{
                //    list[n].Importer.assetBundleName = default;
                //}
            }
            BuildPipeline.BuildAssetBundles(editorData.outputRoot, BuildAssetBundleOptions.None, editorData.buildPlatform);
        }