Exemplo n.º 1
0
        public static void BuildAssetBundle(BuildTarget target, string path)
        {
            EditorUtils.SwitchBuildTarget(target);

            string output = Path.Combine(path, target.ToString());

            if (!Directory.Exists(output))
            {
                Directory.CreateDirectory(output);
            }

            BuildPipeline.BuildAssetBundles(
                output,
                BuildAssetBundleOptions.ForceRebuildAssetBundle,
                EditorUserBuildSettings.activeBuildTarget
                );
        }
Exemplo n.º 2
0
        public static void BulidPacket(BuildTarget target, string path)
        {
            EditorUtils.SwitchBuildTarget(target);

            string packetName = GetPacketName();

            switch (target)
            {
            case BuildTarget.Android:
                packetName = string.Format("{0}.apk", packetName);
                break;

            case BuildTarget.iOS:
                packetName = string.Format("{0}.ipa", packetName);
                break;

            case BuildTarget.StandaloneWindows:
            case BuildTarget.StandaloneWindows64:
                packetName = string.Format("{0}.exe", packetName);
                break;

            default:
                Debug.Log(string.Format("{0} not implemented.", target.ToString()));
                break;
            }

            string exportDir = GetOutputPath(target, path);

            if (!Directory.Exists(exportDir))
            {
                Directory.CreateDirectory(exportDir);
            }

            packetName = packetName.ToLower();
            string outputTargetPath = Path.Combine(exportDir, packetName);

            string[] scenes = EditorUtils.GetEnabledScenes();
            if (scenes.Length <= 0)
            {
                Debug.LogError("Not levels to build!");
                return;
            }

            BuildGeneric(scenes, outputTargetPath, target);
        }