Пример #1
0
    // 打包场景
    public static void BuildPlayer()
    {
        var outputPath = EditorUtility.SaveFolderPanel("Choose Location of the Built Game", "", "");

        if (outputPath.Length == 0)
        {
            return;
        }

        string[] levels = ExportUtil.GetLevelsFromBuildSettings();
        if (levels.Length == 0)
        {
            Debug.Log("Nothing to build.");
            return;
        }

        string targetName = ExportUtil.GetBuildTargetName(EditorUserBuildSettings.activeBuildTarget);

        if (targetName == null)
        {
            return;
        }

        // Build and copy AssetBundles.
        BuildScriptTest.BuildAssetLabelsAssetBundles();
        BuildScriptTest.CopyAssetBundlesTo(Path.Combine(Application.streamingAssetsPath, ExportUtil.ASSET_BUNDLES_OUTPUT_PATH));
        BuildOptions option = EditorUserBuildSettings.development ? BuildOptions.Development : BuildOptions.None;

        PlayerParam param = new PlayerParam();

        param.m_levels       = levels;
        param.m_locationPath = outputPath + targetName;
        param.m_target       = EditorUserBuildSettings.activeBuildTarget;
        param.m_options      = option;

        ExportUtil.BuildPlayer(param);
    }
Пример #2
0
 static public void BuildAssetLabelsAssetBundles()
 {
     BuildScriptTest.BuildAssetLabelsAssetBundles();
 }
Пример #3
0
 static void BuildPlayer()
 {
     BuildScriptTest.BuildPlayer();
 }
Пример #4
0
 static public void BuildStreamedSceneAssetBundles()
 {
     BuildScriptTest.BuildStreamedSceneAssetBundles();
 }
Пример #5
0
 static public void BuildSelectAssetBundles()
 {
     BuildScriptTest.BuildSelectAssetBundles();
 }
Пример #6
0
 static public void BuildCustomAssetBundles()
 {
     BuildScriptTest.BuildCustomAssetBundles();
 }