public static void FiltrateCoaxSleepAudio() { string needDeleteCoaxSleepAudioPath = AssetBundleHelper.NeedDeleteCoaxSleepAudioPath(); //先把StreamingAssets下的资源删掉 if (Directory.Exists(needDeleteCoaxSleepAudioPath)) { UnityEditor.FileUtil.DeleteFileOrDirectory(needDeleteCoaxSleepAudioPath); } string originalBundlePath = AssetBundleHelper.GetOriginalBundlesPath().Replace("\\", "/") + "/"; string outPathRoot = AssetBundleHelper.GetOutCoaxSleepAudioFolderPath(); bool isExists = Directory.Exists(outPathRoot); if (isExists) { UnityEditor.FileUtil.DeleteFileOrDirectory(outPathRoot); } Directory.CreateDirectory(outPathRoot); //把OriginalBundles的资源拷贝出来 string findPath = AssetBundleHelper.CopyCoaxSleepAudioPath(); string[] files = Directory.GetFiles(findPath, "*", SearchOption.AllDirectories); for (int i = 0; i < files.Length; i++) { string filePath = files[i]; if (filePath.EndsWith(".manifest")) { continue; } string relatePath = filePath.Replace("\\", "/").Replace(originalBundlePath, ""); string destFile = outPathRoot + "/" + relatePath; var fileInfo = new FileInfo(destFile); if (fileInfo.Directory.Exists == false) { fileInfo.Directory.Create(); } File.Copy(filePath, destFile, true); } CreateCoaxSleepAudioJson(outPathRoot); }