/// <summary> /// 将记录中临时资源的路径替换为原始资源路径 /// 包括: /// 1.打包过程中在Resources_temp下生成的临时文件 /// 2.UI预处理过程中产生的临时文件 /// </summary> /// <param name="k"></param> /// <returns></returns> private static string ReplaceTemparyPath(string tempPath) { ///处理含有Resource_temp的路径 string result = tempPath.Replace(TemporaryAssetHelper.RESOURCES_TEMP, TemporaryAssetHelper.RESOURCES); //处理含有UI_{BuildTarget}的路径 result = result.Replace(UIPrefabProcessor.GetShadowPrefabFolderRoot(), UIPrefabProcessor.UI_PREFAB_ROOT); return(result); }
private static void BuildAssets(List <string> selectedPathList) { //获取资源分离后的路径 Dictionary <string, List <List <string> > > splitPathListListDict = GetSplitPathListListDict(selectedPathList); AssetDatabase.SaveAssets(); BuildAssets(splitPathListListDict); AssetRecordHelper.WriteAssetRecord(); AssetBundleBuilder.BuildAssetRecord(); //TemporaryAssetHelper.DeleteAllTempAsset(); if (AssetBuildStrategyManager.isSaveUIMediate == false) { UIPrefabProcessor.DeleteMediate(); } AssetBundleBuilder.LogBuildResult(); }
/// <summary> /// 预处理UIPrefab,实际打包资源是使用图集资源的UIPrefab /// </summary> /// <param name="path"></param> /// <returns></returns> private static string PreprocessUIPrefab(string path) { return(UIPrefabProcessor.Process(path)); }