static void EncryptAssetBundle() { string path = Application.streamingAssetsPath + "/" + EditorUserBuildSettings.activeBuildTarget + "/ab_bundle1"; AES.AESFileEncrypt(path, SECRET_KEY); AssetDatabase.Refresh(); }
public static void EncryptAB() { DirectoryInfo directory = new DirectoryInfo(m_BunleTargetPath); FileInfo[] files = directory.GetFiles("*", SearchOption.AllDirectories); for (int i = 0; i < files.Length; i++) { if (!files[i].Name.EndsWith("meta") && !files[i].Name.EndsWith(".manifest")) { AES.AESFileEncrypt(files[i].FullName, "Ocean"); } } Debug.Log("加密完成!"); }
static void EncryptNormalAssetBundle() { if (ab_pathList.Count > 1) { for (int i = 0; i < ab_pathList.Count; i++) { AES.AESFileEncrypt(ab_pathList[i], SECRET_KEY); } } else { Debug.LogError("没有需要加密的AB包!"); } }
public static void EncryptAssetBundle() { DirectoryInfo dirInfo = new DirectoryInfo(m_BuildABPath); FileInfo[] files = dirInfo.GetFiles("*", SearchOption.AllDirectories); foreach (var item in files) { if (item.FullName.EndsWith(".meta") && item.FullName.EndsWith(".manifest")) { continue; } AES.AESFileEncrypt(item.FullName, "xiaohailin"); } Debug.Log("加密完成"); }
public static void TestEnc() { AES.AESFileEncrypt(Application.dataPath + "/GameData/Data/Xml/TestData.xml", "Ocean"); }
public static void TestEncrypt() { string filePath = Application.dataPath + "/TestEncrypt.xml"; AES.AESFileEncrypt(filePath, "XHL"); }