public static void BuildAssetBundles_PC() { #if UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_STANDALONE_LINUX var tab = CleanAndGenXMLRawInfo(AssetBundlePathResolver.BundlePCSavedPath); if (tab == null) { return; } ABBuilder builder = new AssetBundleBuilder5x_PC(); builder.BundleSavePath = AssetBundlePathResolver.BundlePCSavedPath; builder.AssetBundleRawInfoList = tab; AssetBundleManifest manifest = null; if (tab.Count > 0) { builder.Begin(); try { manifest = builder.Export(); } catch (System.Exception e) { CommonLog.Error(e); } if (manifest != null) { builder.End(manifest, true); } else { CommonLog.Error("manifest 为空"); } } else { CommonLog.Warning(string.Format("本次导出没有生成文件")); } EditorUtility.ClearProgressBar(); AssetDatabase.Refresh(); CommonLog.Log("资源打包完成!"); return; #else CommonLog.Error("请先切换到对应PC平台"); #endif }
public static void AutoBuildAssetBundles_PC(bool forceRebuild = false) { //判断是不是PC平台 if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneWindows || EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneWindows64 || EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneOSX || EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneLinux64) { var tab = RefreshNewNameAndGetAssetBundleList(); CheckBundleTableAboutShortMD5Repeat(tab); AssetDatabase.Refresh(); ABBuilder builder = new AssetBundleBuilder5x_PC(); builder.BundleSavePath = AssetBundlePathResolver.BundlePCSavedPath; builder.AssetBundleRawInfoList = tab; AssetBundleManifest manifest = null; if (tab.Count > 0) { builder.Begin(); try { manifest = builder.Export(forceRebuild); } catch (System.Exception e) { CommonLog.Error(e); } builder.End(manifest, true); } else { CommonLog.Warning(string.Format("本次导出没有生成文件")); } AssetDatabase.Refresh(); EditorUtility.ClearProgressBar(); CommonLog.Log("资源打包完成!"); return; } CommonLog.Error("请先切换到对应PC平台"); }