public static BuildAssetResource ( BuildTarget, target ) : void | ||
target | BuildTarget, | |
Результат | void |
private void OnGUI() { GUILayout.Label("新包路径:" + Application.dataPath.Replace("Assets", EditorUtil.AssetBundlesOutputPath)); if (GUILayout.Button("Build新包" + Util.GetPlatformName())) { EditorUtil.BundleTime += 1; string temp = Application.dataPath.Replace("Assets", EditorUtil.BundlePath) + "/"; temp = temp.Replace("\\", "/"); if (Packager.BuildAssetResource(EditorUserBuildSettings.activeBuildTarget, temp)) { m_JustBundlePath = temp; } } GUILayout.Label("现在打包版本为当前Editor设置的平台"); GUILayout.Label("注意,上面按钮打包会自动更新当前的小版本号!!"); if (GUILayout.Button("还原当Version号")) { EditorUtil.BundleTime = 0; } GUILayout.Label("刚打包的目录:" + m_JustBundlePath); GUILayout.Label("游戏包资源目录:" + Application.streamingAssetsPath); if (GUILayout.Button("清理StreamingAssets并向其拷贝刚打包资源")) { if (m_JustBundlePath != null) { CopyDir(m_JustBundlePath, Application.streamingAssetsPath); } else { EditorUtility.DisplayDialog("提示", "还未进行打包!", "开始打包", "取消拷贝"); } } GUILayout.Label("下面按钮会打包到路径:" + pathToStoreAB); GUILayout.Label("当前Lua包版本号:" + EditorUtil.luaPackVersion); if (GUILayout.Button("选择打包目录")) { pathToStoreAB = EditorUtility.OpenFolderPanel("选择你想拷贝到的目录", pathToStoreAB, ""); } if (GUILayout.Button("Build iPhone Resource")) { BuildTarget target; #if UNITY_5 target = BuildTarget.iOS; #else target = BuildTarget.iPhone; #endif m_JustBundlePath = pathToStoreAB + "/" + EditorUtil.luaPackVersion + "/iOS/"; Packager.BuildAssetResource(target, m_JustBundlePath); } if (GUILayout.Button("Build Android Resource")) { m_JustBundlePath = pathToStoreAB + "/" + EditorUtil.luaPackVersion + "/Android/"; Packager.BuildAssetResource(BuildTarget.Android, m_JustBundlePath); } if (GUILayout.Button("Build Windows Resource")) { m_JustBundlePath = pathToStoreAB + "/" + EditorUtil.luaPackVersion + "/Windows/"; Packager.BuildAssetResource(BuildTarget.StandaloneWindows, m_JustBundlePath); } }
void BuildLuaAndCopyResources() { ABPackHelper.ShowProgress("", 1); AssetDatabase.Refresh(); Packager.BuildAssetResource(ABPackHelper.GetBuildTarget()); ABPackHelper.CopyAssets(ABPackHelper.BUILD_PATH + LuaConst.osDir); ABPackHelper.CopyToTempAssets(); AssetDatabase.Refresh(); }