public static bool IsFilterSceneRes(string dep, string file) { if (string.IsNullOrEmpty(dep) || string.Equals(dep, file)) { return(true); } // 只记录贴图、动作、音效资源; string extension = BuildCommon.GetExtension(dep); if (BuildCommon.IsTextureAsset(dep, extension) || BuildCommon.IsAudioAsset(dep, extension) || BuildCommon.IsShaderAsset(dep, extension) //|| BuildCommon.IsBigModelAsset(dep,extension) ) { return(false); } return(true); }
//[MenuItem("Bundles/DisposeAllFbxs2")] //public static void DisposeAllFbxs2() //{ // BuildCommon.ChangeMaterial(Selection.activeGameObject); //} //[MenuItem("Bundles/DisposeAllFbxs")] //public static void DisposeAllFbxs() //{ // List<string> fbxs = EditorCommon.GetAllFiles("Assets/Arts/", "*.fbx"); // Debug.LogFormat("{0}", fbxs.Count); // for( int i=0; i< fbxs.Count; i++ ) // { // string fbxPath = fbxs[i]; // GameObject gObj = AssetDatabase.LoadAssetAtPath(fbxPath, typeof(GameObject)) as GameObject; // BuildCommon.ChangeMaterial(gObj); // PackAssetBundleUtlis.ShowProgress(i, fbxs.Count, "处理Fbx", "处理Fbx"); // if (i % 50 == 0) // { // AssetDatabase.SaveAssets(); // AssetDatabase.Refresh(); // } // } // EditorUtility.ClearProgressBar(); //} public static int GetAssetBundleBuildPriority(AssetBundleBuild build) { if (build.assetNames == null || build.assetNames.Length < 1) { return(-1); } string path = build.assetNames[0]; if (string.IsNullOrEmpty(path)) { return(-1); } string extension = System.IO.Path.GetExtension(path); extension = extension.ToLower(); if (string.Equals(extension, ".unity")) { return(100); } if (BuildCommon.IsShaderAsset(path, extension)) { return(0); } if (BuildCommon.IsTextureAsset(path, extension, false)) { return(1); } if (BuildCommon.IsAnimAsset(path, extension)) { return(2); } if (BuildCommon.IsAudioAsset(path, extension)) { return(3); } if (BuildCommon.IsMaterialAsset(path, extension)) { return(4); } if (BuildCommon.IsModelAsset(path, extension)) { return(5); } if (BuildCommon.IstTTFFontAsset(path, extension)) { return(6); } if (BuildCommon.IsUIFontAsset(path, extension)) { return(21); } if (BuildCommon.IsAtlasAsset(path, extension)) { return(22); } if (BuildCommon.IsPrefabAsset(path, extension)) { return(99); } //Debug.Log(path); return(20); }