/// <summary> /// 打包AssetBundle /// </summary> public static void BuildAllAssetBundlesToTarget(BuildTarget target , BuildAssetBundleOptions options) { string manifest_file = EditorCommon.BUILD_PATH + "/" + Common.MAIN_MANIFEST_FILE_NAME; AssetBundleManifest old_manifest = Common.LoadMainManifestByPath(manifest_file); if (!Directory.Exists(EditorCommon.BUILD_PATH)) { Directory.CreateDirectory(EditorCommon.BUILD_PATH); } BuildPipeline.BuildAssetBundles(EditorCommon.BUILD_PATH, options, target); AssetDatabase.Refresh(); AssetBundleManifest new_manifest = Common.LoadMainManifestByPath(manifest_file); ComparisonAssetBundleManifest(old_manifest, new_manifest); ExportResourcesManifestFile(new_manifest); string resoures_manifest_file = EditorCommon.BUILD_PATH + "/" + Common.RESOURCES_MANIFEST_FILE_NAME; ResourcesManifest resoureces_manifest = Common.LoadResourcesManifestByPath(resoures_manifest_file); CompressAssetBundles(resoureces_manifest, ref resoureces_manifest); resoureces_manifest.Save(resoures_manifest_file); CopyNativeAssetBundleToStreamingAssets(resoureces_manifest); EditorUtility.ClearProgressBar(); AssetDatabase.Refresh(); }
/// <summary> /// 保存数据 /// </summary> private bool SaveData() { if (Manifest != null) { return(Manifest.Save(EditorCommon.RESOURCES_MANIFEST_FILE_PATH)); } return(false); }
/// <summary> /// 根据AssetBundle导出ResourcesManifest文件 /// </summary> public static void ExportResourcesManifestFile(AssetBundleManifest manifest) { ResourcesManifest info = new ResourcesManifest(); //读取所有AssetBundle string root_dir = EditorCommon.PATH + "/"; List <string> scenes = new List <string>(); if (manifest != null) { //读取主AssetBundle ResourcesManifestData.AssetBundle desc = new ResourcesManifestData.AssetBundle(); desc.AssetBundleName = Common.MAIN_MANIFEST_FILE_NAME; desc.Size = zcode.FileHelper.GetFileSize(root_dir + Common.MAIN_MANIFEST_FILE_NAME); info.Data.AssetBundles.Add(Common.MAIN_MANIFEST_FILE_NAME, desc); //读取其它AssetBundle foreach (var name in manifest.GetAllAssetBundles()) { desc = new ResourcesManifestData.AssetBundle(); desc.AssetBundleName = name; desc.Size = zcode.FileHelper.GetFileSize(root_dir + name); AssetBundle ab = AssetBundle.LoadFromFile(root_dir + name); foreach (var asset in ab.GetAllAssetNames()) { desc.Assets.Add(asset); } foreach (var scene in ab.GetAllScenePaths()) { desc.Scenes.Add(scene); scenes.Add(scene); } ab.Unload(false); info.Data.AssetBundles.Add(name, desc); } } //读取所有Scene信息 for (int i = 0; i < scenes.Count; ++i) { ResourcesManifestData.Scene scene_desc = new ResourcesManifestData.Scene(); scene_desc.SceneLevelName = Path.GetFileNameWithoutExtension(scenes[i]); scene_desc.ScenePath = scenes[i]; scene_desc.SceneConfigPath = SceneConfig.GetSceneConfigPath(scenes[i]); info.Data.Scenes.Add(scene_desc.SceneLevelName, scene_desc); } //读取旧的ResourcesInfo,同步其它额外的数据 ResourcesManifest old_info = new ResourcesManifest(); old_info.Load(EditorCommon.RESOURCES_MANIFEST_FILE_PATH); if (old_info.Data != null && old_info.Data.AssetBundles.Count > 0) { foreach (var desc in old_info.Data.AssetBundles.Values) { if (info.Data.AssetBundles.ContainsKey(desc.AssetBundleName)) { info.Data.AssetBundles[desc.AssetBundleName].IsNative = desc.IsNative; info.Data.AssetBundles[desc.AssetBundleName].IsPermanent = desc.IsPermanent; } } } //保存ResourcesInfo info.Save(EditorCommon.RESOURCES_MANIFEST_FILE_PATH); AssetDatabase.Refresh(); }