private static void Run() { AssetBundleBuilderController controller = new AssetBundleBuilderController(); if (!controller.Load()) { throw new GameFrameworkException("Load configuration failure."); } else { Debug.Log("Load configuration success."); } if (!controller.IsValidOutputDirectory) { throw new GameFrameworkException(string.Format("Output directory '{0}' is invalid.", controller.OutputDirectory)); } if (!controller.BuildAssetBundles()) { throw new GameFrameworkException("Build AssetBundles failure."); } else { Debug.Log("Build AssetBundles success."); controller.Save(); } }
private void OnEnable() { m_Controller = new AssetBundleBuilderController(); m_Controller.OnLoadingAssetBundle += OnLoadingAssetBundle; m_Controller.OnLoadingAsset += OnLoadingAsset; m_Controller.OnLoadCompleted += OnLoadCompleted; m_Controller.OnAnalyzingAsset += OnAnalyzingAsset; m_Controller.OnAnalyzeCompleted += OnAnalyzeCompleted; m_Controller.ProcessingAssetBundle += OnProcessingAssetBundle; m_Controller.ProcessAssetBundleComplete += OnProcessAssetBundleComplete; m_Controller.BuildAssetBundlesError += OnBuildAssetBundlesError; m_OrderBuildAssetBundles = false; if (m_Controller.Load()) { Debug.Log("Load configuration success."); m_BuildEventHandlerTypeNameIndex = 0; string[] buildEventHandlerTypeNames = m_Controller.GetBuildEventHandlerTypeNames(); for (int i = 0; i < buildEventHandlerTypeNames.Length; i++) { if (m_Controller.BuildEventHandlerTypeName == buildEventHandlerTypeNames[i]) { m_BuildEventHandlerTypeNameIndex = i; break; } } m_Controller.RefreshBuildEventHandler(); } else { Debug.LogWarning("Load configuration failure."); } }
public static void BuildIOSAssetBundle() { AssetBundleBuilderController controller = new AssetBundleBuilderController(); if (!controller.Load()) { throw new GameFrameworkException("Load configuration failure."); } else { Debug.Log("Load configuration success."); } if (controller.RefreshBuildEventHandler()) { Debug.Log("Set build event success."); } else { Debug.LogWarning("Set build event failure."); } // 生成Directory string currentPath = Directory.GetCurrentDirectory(); string workPath = currentPath + "/AssetBundle"; if (!Directory.Exists(workPath)) { Directory.CreateDirectory(workPath); } controller.OutputDirectory = workPath; if (!controller.IsValidOutputDirectory) { throw new GameFrameworkException(string.Format("Output directory '{0}' is invalid.", controller.OutputDirectory)); } if (!controller.BuildAssetBundles()) { throw new GameFrameworkException("Build AssetBundles failure."); } else { Debug.Log("Build AssetBundles success."); controller.Save(); } }
private static void Run(int?internalResourceVersion, Platform platforms, string outputDirectory, string buildEventHandlerTypeName) { AssetBundleBuilderController controller = new AssetBundleBuilderController(); if (!controller.Load()) { throw new GameFrameworkException("Load configuration failure."); } else { Debug.Log("Load configuration success."); } if (platforms != Platform.Undefined) { controller.Platforms = platforms; } if (internalResourceVersion.HasValue) { controller.InternalResourceVersion = internalResourceVersion.Value; } if (outputDirectory != null) { controller.OutputDirectory = outputDirectory; } if (buildEventHandlerTypeName != null) { controller.BuildEventHandlerTypeName = buildEventHandlerTypeName; } if (!controller.IsValidOutputDirectory) { throw new GameFrameworkException(Utility.Text.Format("Output directory '{0}' is invalid.", controller.OutputDirectory)); } if (!controller.BuildAssetBundles()) { throw new GameFrameworkException("Build AssetBundles failure."); } else { Debug.Log("Build AssetBundles success."); controller.Save(); } }
private void OnEnable() { m_Controller = new AssetBundleBuilderController(); m_Controller.OnLoadingAssetBundle += OnLoadingAssetBundle; m_Controller.OnLoadingAsset += OnLoadingAsset; m_Controller.OnLoadCompleted += OnLoadCompleted; m_Controller.OnAnalyzingAsset += OnAnalyzingAsset; m_Controller.OnAnalyzeCompleted += OnAnalyzeCompleted; m_Controller.ProcessingAssetBundle += OnProcessingAssetBundle; m_Controller.ProcessAssetBundleComplete += OnProcessAssetBundleComplete; m_Controller.BuildAssetBundlesError += OnBuildAssetBundlesError; m_OrderBuildAssetBundles = false; if (m_Controller.Load()) { Debug.Log("Load configuration success."); } else { Debug.LogWarning("Load configuration failure."); } }