void OnGUI() { EditorGUILayout.LabelField("Bundle Version", fontStyle); GUILayout.TextField("0.0.1", 25); configData = new BundleConfigData(); var old = GUI.color; GUI.color = Color.green; if (GUILayout.Button("build ab all", GUILayout.Height(40))) { BuildAll(); } GUI.color = old; scrollVec2 = EditorGUILayout.BeginScrollView(scrollVec2); foreach (KeyValuePair <int, List <BundleConfig> > itemList in configData.ConfigGroupDic) { DrawGroup((Group)itemList.Key); for (int i = 0; i < itemList.Value.Count; i++) { DrawAb(itemList.Value[i]); } } EditorGUILayout.EndScrollView(); }
// 生成全部的资源列表 public void GenerateAlternativeDataList() { DataList.Clear(); //var luas = new string[] { "lua/lua_common.unity3d", "lua/lua_data.unity3d", "lua/lua_logic.unity3d", "lua/lua_ui.unity3d" }; //for(int i= 0; i < luas.Length; i++) //{ // var hd = new HotObject(); // hd.package = luas[i].ToLower(); // hd.selected = false; // DataList.Add(hd); //} var config = new BundleConfigData(); foreach (KeyValuePair <int, List <BundleConfig> > itemList in config.ConfigGroupDic) { for (int i = 0; i < itemList.Value.Count; i++) { var hd = new HotObject(); hd.package = itemList.Value[i].BundleName.ToLower(); hd.selected = false; DataList.Add(hd); } } }
void OnGUI() { configData = new BundleConfigData(); EditorGUILayout.BeginVertical(); if (GUILayout.Button("打包")) { BuildAll(); } EditorGUILayout.EndVertical(); }