Пример #1
0
        public static void BuildAssetBundles(BuildTarget target)
        {
            AutoGenR.SearchAllAndGen();
            // Choose the output path according to the build target.
            var outputPath     = CreateAssetBundleDirectory();
            var options        = BuildAssetBundleOptions.None;
            var shouldCheckODR = target == BuildTarget.iOS;

#if UNITY_TVOS
            shouldCheckODR |= target == BuildTarget.tvOS;
#endif
            if (shouldCheckODR)
            {
#if ENABLE_IOS_ON_DEMAND_RESOURCES
                if (PlayerSettings.iOS.useOnDemandResources)
                {
                    options |= BuildAssetBundleOptions.UncompressedAssetBundle;
                }
#endif
#if ENABLE_IOS_APP_SLICING
                options |= BuildAssetBundleOptions.UncompressedAssetBundle;
#endif
            }
            //@TODO: use append hash... (Make sure pipeline works correctly with it.)
            //options |= BuildAssetBundleOptions.DryRunBuild;
            options |= BuildAssetBundleOptions.ForceRebuildAssetBundle;
            //options |= BuildAssetBundleOptions.AppendHashToAssetBundleName;
            options |= BuildAssetBundleOptions.StrictMode;
            BuildPipeline.BuildAssetBundles(outputPath, options, target);
        }
Пример #2
0
        public static void SearchAllAndGen()
        {
            var u = new AutoGenR(new ConfigAutoGen(), new TextureAutoGen(), new AudioAutoGen(), new PrefabAutoGen(), new LanguageAutoGen(), new ShaderAutoGen());

            u.SearchAll();
            u.GenRClass();
            u.GenRInfo();
        }