Пример #1
0
    /// <summary>
    /// 导出一个指定的包
    /// </summary>
    /// <param name="info"></param>
    /// <returns></returns>
    static bool BuildPackage(PackageInfo info, BuildTarget buildTarget)
    {
        //打包package下的所有资源
        UnityEngine.Object[] arrAssetObject = new UnityEngine.Object[info.packageAssets.Length];
        string[] arrAssetNameInPackage = new string[info.packageAssets.Length];
        for (int i = 0; i < info.packageAssets.Length; ++i)
        {
            string assetPath = info.packageAssets[i];
            arrAssetObject[i] = AssetDatabase.LoadMainAssetAtPath(assetPath);
            arrAssetNameInPackage[i] = GetAssetNameInPackage(assetPath).ToLower();//包中物体的名字,目前是相对与package目录的完整路径,以后可以修改

            CheckAssetValid(assetPath, arrAssetObject[i]);
        }

        //这里使用CollectDependencies,但是由于外层使用了PushDependcies,所以依赖项可能是在其他的包中
        string strOutputPath = info.GetBundlePath(buildTarget);// BuilderTools.GetOutputPath(buildTarget) + info.packageName + BUNDLE_EXT;
        BuildPipeline.BuildAssetBundleExplicitAssetNames(arrAssetObject, arrAssetNameInPackage, strOutputPath
            , BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets | BuildAssetBundleOptions.DeterministicAssetBundle, buildTarget);

        //生成信息文件
        string strPackageInfoFilePath = info.GetInfoPath(buildTarget);// BuilderTools.GetOutputPath(buildTarget) + info.packageName + PACKAGE_INFO_EXT;
        WritePackageInfoFile(strPackageInfoFilePath, info.ltDepPackages);

        //生成版本信息文件,依赖项的信息要做为md5的一部分
        string strVersionFilePath = info.GetVersionPath(buildTarget);
        string strVersion = BuilderTools.GetVerifyString(new string[] { strPackageInfoFilePath }, new string[] { info.packagePath });
        File.WriteAllText(strVersionFilePath, strVersion);

        //写入统一的dat文件
        string strDataFilePath = info.GetDataPath(buildTarget);// BuilderTools.GetOutputPath(buildTarget) + info.packageName + DATA_EXT;
        CombineFinalPackage(strPackageInfoFilePath, strOutputPath, strDataFilePath);
        Debug.Log("writed output file: " + strDataFilePath);
        return true;
    }