Exemplo n.º 1
0
        private void OnGUI()
        {
            // 初始化
            InitInternal();

            // 标题
            EditorGUILayout.LabelField("Build setup", _centerStyle);
            EditorGUILayout.Space();

            // 输出路径
            string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRootPath();
            string outputDirectory   = AssetBundleBuilder.MakeOutputDirectory(defaultOutputRoot, BuildTarget);

            EditorGUILayout.LabelField("Build Output", outputDirectory);

            BuildVersion   = EditorGUILayout.IntField("Build Version", BuildVersion, GUILayout.MaxWidth(250));
            CompressOption = (ECompressOption)EditorGUILayout.EnumPopup("Compression", CompressOption, GUILayout.MaxWidth(250));
            IsForceRebuild = GUILayout.Toggle(IsForceRebuild, "Froce Rebuild", GUILayout.MaxWidth(120));

            // 构建按钮
            EditorGUILayout.Space();
            if (GUILayout.Button("Build", GUILayout.MaxHeight(40)))
            {
                string title;
                string content;
                if (IsForceRebuild)
                {
                    title   = "警告";
                    content = "确定开始强制构建吗,这样会删除所有已有构建的文件";
                }
                else
                {
                    title   = "提示";
                    content = "确定开始增量构建吗";
                }
                if (EditorUtility.DisplayDialog(title, content, "Yes", "No"))
                {
                    // 清空控制台
                    EditorTools.ClearUnityConsole();

                    // 存储配置
                    SaveSettingsToPlayerPrefs();

                    EditorApplication.delayCall += ExecuteBuild;
                }
                else
                {
                    Debug.LogWarning("[Build] 打包已经取消");
                }
            }

            // 绘制工具栏部分
            OnDrawGUITools();
        }
Exemplo n.º 2
0
 /// <summary>
 /// 读取配置
 /// </summary>
 private void LoadSettingsFromPlayerPrefs()
 {
     CompressOption = EditorTools.PlayerGetEnum <ECompressOption>(StrEditorCompressOption, ECompressOption.Uncompressed);
     IsForceRebuild = EditorTools.PlayerGetBool(StrEditorIsForceRebuild, false);
 }
Exemplo n.º 3
0
 /// <summary>
 /// 读取配置
 /// </summary>
 private void LoadSettingsFromPlayerPrefs()
 {
     _compressOption = EditorTools.PlayerGetEnum <ECompressOption>(StrEditorCompressOption, ECompressOption.Uncompressed);
     _isForceRebuild = EditorPrefs.GetBool(StrEditorIsForceRebuild, false);
     _buildinTags    = EditorPrefs.GetString(StrEditorBuildinTags, string.Empty);
 }