private static void MakeAnimatorControllerAssetBundleData(string patch) { AssetImporter assetImporter = AssetImporter.GetAtPath(patch); if (!assetImporter) { return; } string asPatch = assetImporter.assetPath; //不是来自于prefab的,再commonartist目录下才可以生成AB名 bool bFromPrefab = assetImporter.userData.Contains(FromReferencebKey); assetImporter.userData = assetImporter.userData.Replace(FromReferencebKey, ""); if (bFromPrefab) { SaveAssetBundleUserData(assetImporter, assetImporter.userData); return; } if (!IsCommonArtistAssets(asPatch)) { return; } AssetBundleManagerEditor.AssetBundleEditorInfo info = BuildAnimatorControllerAssetBundleInfo(assetImporter, string.Empty); if (info == null) { return; } SaveAssetBundleData(assetImporter, info); }
public static AssetBundleManagerEditor.AssetBundleEditorInfo MakeSchemeAssetBundleInfo(string patch) { AssetBundleManagerEditor.AssetBundleEditorInfo info = null; AssetImporter assetImporter = AssetImporter.GetAtPath(patch); if (!assetImporter) { return(info); } string asPatch = assetImporter.assetPath; //不是在这个路径下的,不是场景文件,不处理 if (!isSchemeAssets(asPatch)) { return(info); } //移除头部 asPatch = asPatch.Replace(SchemePatch, ""); string[] strs = asPatch.Split('/'); //没有放到其他文件夹下,则使用默认的包 if (strs.Length <= 1) { asPatch = "Default"; } else { //移除名字 asPatch = asPatch.Replace(strs[strs.Length - 1], ""); //再移除最后的斜杠 asPatch = asPatch.Remove(asPatch.Length - 1); } string assetName = Path.GetFileNameWithoutExtension(assetImporter.assetPath); string guid = AssetBundleManagerEditor.GetAssetGUIDFromMeta(assetImporter.assetPath); if (guid.Equals(string.Empty)) { return(info); } //最后就是包名 string abName = AssetBundleManager.SchemeVariant + "/" + asPatch; string variant = AssetBundleManager.SchemeVariant; SaveAssetBundleData(assetImporter, abName, variant); info = new AssetBundleManagerEditor.AssetBundleEditorInfo(); info.AssetBundleName = abName; info.AssetBundleVarian = variant; info.guid = guid; info.assetName = assetName; DispatchScheme(patch); return(info); }
public static AssetBundleManagerEditor.AssetBundleEditorInfo MakePrefabAssetBundleInfo(string patch) { AssetBundleManagerEditor.AssetBundleEditorInfo info = null; string lowerPatch = patch; if (!IsPrefabAssets(lowerPatch)) { return(info); } AssetImporter assetImporter = AssetImporter.GetAtPath(patch); if (!assetImporter) { return(info); } string asPatch = assetImporter.assetPath; //移除头部 asPatch = asPatch.Replace(PrefabPatch, ""); asPatch = asPatch.Replace(ArtitsPatch, ""); string[] strs = asPatch.Split('/'); //没有放到其他文件夹下,则使用默认的包 if (strs.Length <= 1) { asPatch = "Default"; } else { //移除名字 asPatch = asPatch.Replace(strs[strs.Length - 1], ""); //再移除最后的斜杠 asPatch = asPatch.Remove(asPatch.Length - 1); } string assetName = Path.GetFileNameWithoutExtension(assetImporter.assetPath); string guid = AssetBundleManagerEditor.GetAssetGUIDFromMeta(assetImporter.assetPath); if (guid.Equals(string.Empty)) { return(info); } string abName = "gameobject/" + asPatch + "/" + assetName; string variant = AssetBundleManager.PrefabVariant; SaveAssetBundleData(assetImporter, abName, variant); info = new AssetBundleManagerEditor.AssetBundleEditorInfo(); info.AssetBundleName = abName; info.AssetBundleVarian = variant; info.guid = guid; info.assetName = assetName; return(info); }
/// <summary> /// 保存AssetBundle,版本升级后,再onpostallassets阶段,ab名不会写入到meta文件了,需要手动写入 /// </summary> /// <param name="assetImporter"></param> private static void SaveAssetBundleData(AssetImporter assetImporter, AssetBundleManagerEditor.AssetBundleEditorInfo info) { if (!assetImporter || null == info) { return; } SaveAssetBundleData(assetImporter, info.AssetBundleName, info.AssetBundleVarian); }
public static AssetBundleManagerEditor.AssetBundleEditorInfo MakeSoundAssetBundleInfoFromReference(string patch) { AssetBundleManagerEditor.AssetBundleEditorInfo info = AssetBundleManagerEditor.GetAssetBundleEditorInfo(patch); if (null != info) { return(info); } info = MakeSoundAssetBundleData(patch); return(info); }
private static void PushPrefabAssetImport(AssetImporter assetImporter, AssetBundleManagerEditor.AssetBundleEditorInfo info) { if (!assetImporter || info == null) { return; } if (allGeneratePrefabAssetBundleInfoTable.ContainsKey(assetImporter)) { allGeneratePrefabAssetBundleInfoTable[assetImporter] = info; } else { allGeneratePrefabAssetBundleInfoTable.Add(assetImporter, info); } }
static void MakeMaterialAssetBundle(string patch) { AssetImporter assetImporter = AssetImporter.GetAtPath(patch); if (!assetImporter) { return; } string asPatch = patch; if (!IsMaterialAsset(asPatch)) { return; } /* * 只有Artist目录下的Mat才会被打包 * 一般情况下,FBX的包是通过预制体来生成包的,但是也有一种例外 * 就是在通用资源(Artist/CommonArtist)下的fbx,这些是必须要打包的。 */ //不是来自于prefab的,再commonartist目录下才可以生成AB名 bool bFromPrefab = assetImporter.userData.Contains(FromReferencebKey); assetImporter.userData = assetImporter.userData.Replace(FromReferencebKey, ""); if (bFromPrefab) { SaveAssetBundleUserData(assetImporter, assetImporter.userData); return; } if (!IsCommonArtistAssets(asPatch)) { return; } AssetBundleManagerEditor.AssetBundleEditorInfo info = BuildMaterialAssetBundleInfo(assetImporter, string.Empty); if (info == null) { return; } SaveAssetBundleData(assetImporter, info); }
private static AssetBundleManagerEditor.AssetBundleEditorInfo MakeSceneAssetBundleInfo(string patch) { AssetBundleManagerEditor.AssetBundleEditorInfo info = null; AssetImporter assetImporter = AssetImporter.GetAtPath(patch); if (!assetImporter) { return(info); } string asPatch = assetImporter.assetPath; //不是在这个路径下的,不是场景文件,不处理 if (!isSceneAssets(asPatch)) { return(info); } //场景文件是一个文件一个包,所以去掉头,然后去调后缀名就是包了 //移除头部 asPatch = asPatch.Replace(scenePatch, ""); //就去掉后缀名 asPatch = asPatch.Replace(".unity", ""); string abName = "Scene/" + asPatch; string variant = AssetBundleManager.sceneVariant; string guid = AssetBundleManagerEditor.GetAssetGUIDFromMeta(assetImporter.assetPath); if (guid.Equals(string.Empty)) { return(info); } string assetName = Path.GetFileNameWithoutExtension(assetImporter.assetPath); SaveAssetBundleData(assetImporter, abName, variant); info = new AssetBundleManagerEditor.AssetBundleEditorInfo(); info.AssetBundleName = abName; info.AssetBundleVarian = variant; info.guid = guid; info.assetName = assetName; return(info); }
private static void MakeTextureAssetBundle(string path) { AssetImporter assetImporter = AssetImporter.GetAtPath(path); if (!assetImporter) { return; } string asPatch = assetImporter.assetPath; //不是在这个路径下的,不处理 if (!IsTextureAsset(asPatch)) { return; } bool bFromPrefab = assetImporter.userData.Contains(FromReferencebKey); assetImporter.userData = assetImporter.userData.Replace(FromReferencebKey, ""); if (bFromPrefab) { SaveAssetBundleUserData(assetImporter, assetImporter.userData); return; } /* * 不是来自于Prefab的,自动生成ab包的,只有UI动态目录,通用资源目录 * 不是这两个目录的,只能通过prefab来生成ab包 */ if (!IsUIDynamicAssets(asPatch) && !IsCommonArtistAssets(asPatch)) { return; } AssetBundleManagerEditor.AssetBundleEditorInfo info = BuildTextureAssetBundleInfo(assetImporter, string.Empty); if (info == null) { return; } SaveAssetBundleData(assetImporter, info); }
/// <summary> /// 构建ab,原因是被需要的东西引用了 /// </summary> /// <param name="path"></param> /// <param name="referenceAssetbundleName">参考名,如果为空,则会使用默认的生成方式</param> /// <param name="referenceVariant">参考名,如果为空,则会使用默认的生成方式<</param> /// <returns></returns> public static ResConfigData MakeMaterialAssetBundleFromReference(string path, string referenceAssetbundleName) { ResConfigData conf = null; if (path.Equals(string.Empty)) { return(conf); } AssetBundleManagerEditor.AssetBundleEditorInfo info = null; AssetImporter assetImporter = AssetImporter.GetAtPath(path); if (!assetImporter) { return(conf); } if (!IsCanGeneratePrefabUnionRes(path)) { referenceAssetbundleName = string.Empty; } //然后刷一下名字 info = BuildMaterialAssetBundleInfo(assetImporter, referenceAssetbundleName); //如果还是取不到,就说明不是贴图了。 if (info == null) { return(conf); } if (!assetImporter.userData.Contains(FromReferencebKey)) { assetImporter.userData += FromReferencebKey; } assetImporter.userData += FromReferencebKey; //没有在打包的时候,不需要写入ab包,因为编辑器不走ab包 if (AssetBundleManagerEditor.isBuildingPackage) { PushPrefabAssetImport(assetImporter, info); //SaveAssetBundleData(assetImporter, info); } return(info.ConvertToResConfigData()); }
/// <summary> /// 导入单个预制体,会刷新资源数据库,生成新的配置资源,并且降单个预制体配置导入到 /// 配置表 /// </summary> /// <param name="patch"></param> public static void ImportSinglePrefab(string patch, bool isImportingTime) { string lowerPatch = patch; if (!IsPrefabAssets(lowerPatch)) { return; } string skinPatch = "Prefabs/Skin"; string skinHeroPatch = "Prefabs/Skin/Hero"; List <string> dependeciesList = new List <string>(AssetDatabase.GetDependencies(new string[] { patch })); if (lowerPatch.Contains(skinPatch)) { if (dependeciesList.Count > 90) { if (EditorRunTypeWindow.currentEditorRunType == EditorRunType.DevelopMachine || EditorRunTypeWindow.currentEditorRunType == EditorRunType.ResourcesCleanUpMachine) { Debug.LogError(patch + ",引用超过90,当前引用:" + dependeciesList.Count + ",请检查是否有不正确的引用"); return; } } } if (EditorRunTypeWindow.currentEditorRunType == EditorRunType.DevelopMachine || EditorRunTypeWindow.currentEditorRunType == EditorRunType.ResourcesCleanUpMachine) { //等待下次导入 if (IsReferenceUnityDefaultAssets(patch)) { Debug.LogError(patch + "引用了Unity内置资源(如系统自带的UI资源[UIMask、UISprite等],材质,Cube等),请移除,如需引用内置资源请引用:" + extractUnityDefaultPathRoot + "下的资源"); //ClearAssetBundleData(AssetImporter.GetAtPath(patch)); //return; } } //只在非导入的时候检查资源,因为导入的时候有可能其他资源没有导进来。 if (!isImportingTime || EditorRunTypeWindow.currentEditorRunType == EditorRunType.DevelopMachine) { if (!CheckPrefabAssets(patch, lowerPatch.Contains(skinPatch), lowerPatch.Contains(skinHeroPatch))) { return; } } AssetBundleManagerEditor.AssetBundleEditorInfo info = null; //if (EditorRunTypeWindow.currentEditorRunType == EditorRunType.DevelopMachine || EditorRunTypeWindow.currentEditorRunType == EditorRunType.ResourcesCleanUpMachine) //开发机去构建这个 { info = MakePrefabAssetBundleInfo(patch); if (info == null) { Debug.LogError("预制体取得AssetBundleEditorInfo失败,路径:" + patch); return; } } //else if (EditorRunTypeWindow.currentEditorRunType == EditorRunType.PackingMachine)//而打包机,只需要去取 //{ // info = AssetBundleManagerEditor.GetAssetBundleEditorInfo(patch); // if(info == null) // { // Debug.LogWarning("读取资源包配置失败:" + patch); // return; // } //} List <string> texConfig = new List <string>(); List <string> FBXConfig = new List <string>(); List <string> ClipConfig = new List <string>(); List <string> ControllerConfig = new List <string>(); List <string> ShaderConfig = new List <string>(); List <string> MaterialConfig = new List <string>(); //引用的资源,无非就几种:代码,贴图,材质球,动画控制器,动画Mask,动画clip,fbx //我们只将贴图、fbx、动画控制器、动画clip打包,其他的直接整合到prefab的包里面 foreach (string s in dependeciesList) { if (IsCanImportDependicens_FBX(patch, s, isImportingTime)) { string referenceAbName = info.AssetBundleName.Replace("gameobject", "model") + AssetBundleManager.PrefabUnionResKey; ResConfigData cof = MakeFBXAssetBundleFromReference(s, referenceAbName); if (cof == null) { Debug.LogError("取得资源配置失败:" + s); continue; } AssetBundleManager.PushDependenicesRes(cof); FBXConfig.Add(cof.AssetGUID); } else if (IsCanImportDependicens_Texture(patch, s, isImportingTime)) { string referenceAbName = info.AssetBundleName.Replace("gameobject", "texture") + AssetBundleManager.PrefabUnionResKey; ResConfigData cof = MakeTextureAssetBundleFromReference(s, referenceAbName); if (cof == null) { Debug.LogError("取得资源配置失败:" + s + ",请及时修复,否则会导致预制体加载失败"); continue; } AssetBundleManager.PushDependenicesRes(cof); texConfig.Add(cof.AssetGUID); } else if (IsCanImportDependicens_AniController(patch, s, isImportingTime)) { string referenceAbName = info.AssetBundleName.Replace("gameobject", "animcontroller") + AssetBundleManager.PrefabUnionResKey; ResConfigData cof = MakeAnimatorControllerAssetBundleFromReference(s, referenceAbName); if (cof == null) { Debug.LogError("取得资源配置失败:" + s + ",请及时修复,否则会导致预制体加载失败"); continue; } AssetBundleManager.PushDependenicesRes(cof); ControllerConfig.Add(cof.AssetGUID); } else if (IsCanImportDependicens_AniClip(patch, s, isImportingTime)) { string referenceAbName = info.AssetBundleName.Replace("gameobject", "animclip") + AssetBundleManager.PrefabUnionResKey; ResConfigData cof = MakeAnimatorClipAssetBundleFromReference(s, referenceAbName); if (cof == null) { Debug.LogError("取得资源配置失败:" + s + ",请及时修复,否则会导致预制体加载失败"); continue; } AssetBundleManager.PushDependenicesRes(cof); ClipConfig.Add(cof.AssetGUID); } else if (IsCanImportDependicens_Material(patch, s, isImportingTime)) { string referenceAbName = info.AssetBundleName.Replace("gameobject", "material") + AssetBundleManager.PrefabUnionResKey; ResConfigData cof = MakeMaterialAssetBundleFromReference(s, referenceAbName); if (cof == null) { Debug.LogError("取得资源配置失败:" + s + ",请及时修复,否则会导致预制体加载失败"); continue; } AssetBundleManager.PushDependenicesRes(cof); MaterialConfig.Add(cof.AssetGUID); } else if (IsPrefabAssets(s) && !s.Equals(lowerPatch)) { if (!s.Contains(AssetBundleManager.PrefabCommonPatch)) { Debug.LogError("不能引用预制体,如果要引用,请使用动态加载!" + lowerPatch + ",引用路径:" + s); continue; } } } AssetBundleManager.PushPrefabConfig(info.ConvertToUnionResConfigData(), texConfig, FBXConfig, ClipConfig, ControllerConfig, ShaderConfig, MaterialConfig); }
private static AssetBundleManagerEditor.AssetBundleEditorInfo MakeSoundAssetBundleData(string path) { AssetBundleManagerEditor.AssetBundleEditorInfo info = null; AssetImporter importer = AssetImporter.GetAtPath(path); if (!importer) { return(info); } AudioImporter assetImporter = importer as AudioImporter; if (!assetImporter) { return(info); } string asPatch = assetImporter.assetPath; //不是在这个路径下的,不处理 if (!isAudioAssets(asPatch)) { return(info); } //移除头部 asPatch = asPatch.Replace(soundAssetPatch, ""); string[] strs = asPatch.Split('/'); //没有放到其他文件夹下,则使用默认的音效包名 if (strs.Length <= 1) { asPatch = "DefaultSound"; } else { //移除名字 asPatch = asPatch.Replace(strs[strs.Length - 1], ""); //再移除最后的斜杠 asPatch = asPatch.Remove(asPatch.Length - 1); } string assetName = Path.GetFileNameWithoutExtension(assetImporter.assetPath); string guid = AssetBundleManagerEditor.GetAssetGUIDFromMeta(assetImporter.assetPath); if (guid.Equals(string.Empty)) { return(info); } string abName = "Sound/" + asPatch; string variant = AssetBundleManager.soundVariant; SaveAssetBundleData(assetImporter, abName, variant); info = new AssetBundleManagerEditor.AssetBundleEditorInfo(); info.AssetBundleName = abName; info.AssetBundleVarian = variant; info.guid = guid; info.assetName = assetName; return(info); }
private static AssetBundleManagerEditor.AssetBundleEditorInfo BuildAnimatorControllerAssetBundleInfo(AssetImporter assetImporter, string referenceAssetbundleName) { string AbName = string.Empty; string AbVirtant = string.Empty; if (!assetImporter) { return(null); } if (!CheckAssetDependices(assetImporter.assetPath)) { return(null); } string asPatch = assetImporter.assetPath; if (!IsControllerAsset(asPatch)) { return(null); } //区分一下是模型还是特效 string patchHead = string.Empty; if (asPatch.Contains(ModelAnimatorControllerPatch)) { patchHead = "model/"; } //移除头部 asPatch = asPatch.Replace(ModelAnimatorControllerPatch, ""); asPatch = asPatch.Replace(ArtitsPatch, ""); string[] strs = asPatch.Split('/'); //没有放到其他文件夹下,则使用默认的包 if (strs.Length <= 1) { asPatch = "Default"; } else { //移除名字 asPatch = asPatch.Replace(strs[strs.Length - 1], ""); //再移除最后的斜杠 asPatch = asPatch.Remove(asPatch.Length - 1); } AbName = "animcontroller/" + patchHead + asPatch; AbVirtant = AssetBundleManager.AnimatorControllerVariant; string assetName = Path.GetFileNameWithoutExtension(assetImporter.assetPath); string assetGUID = AssetBundleManagerEditor.GetAssetGUIDFromMeta(assetImporter.assetPath); if (assetName.Equals(string.Empty) || assetGUID.Equals(string.Empty)) { return(null); } if (!referenceAssetbundleName.Equals(string.Empty)) { AbName = referenceAssetbundleName; } AssetBundleManagerEditor.AssetBundleEditorInfo info = new AssetBundleManagerEditor.AssetBundleEditorInfo(); info.AssetBundleName = AbName; info.AssetBundleVarian = AbVirtant; info.guid = assetGUID; info.assetName = assetName; return(info); }
private static AssetBundleManagerEditor.AssetBundleEditorInfo BuildTextureAssetBundleInfo(AssetImporter assetImporter, string referenceAssetbundleName) { string AbName = string.Empty; string AbVirtant = string.Empty; string asPatch = assetImporter.assetPath; bool isSprite = IsSpriteAssets(asPatch); bool isHaveSpritePacking = false; if (isSprite) { TextureImporter tp = assetImporter as TextureImporter; isHaveSpritePacking = IsHaveSpritePacking(tp); if (isHaveSpritePacking) { BuildTextureAssetBundleName_SpritePacking(tp.spritePackingTag, out AbName, out AbVirtant, true); } else { BuildTextureAssetBundleName_Normal(asPatch, out AbName, out AbVirtant, true, referenceAssetbundleName); } } else { BuildTextureAssetBundleName_Normal(asPatch, out AbName, out AbVirtant, false, referenceAssetbundleName); } if (AbName.Equals(string.Empty) || AbVirtant.Equals(string.Empty)) { return(null); } string assetName = Path.GetFileNameWithoutExtension(asPatch); string assetGUID = AssetBundleManagerEditor.GetAssetGUIDFromMeta(asPatch); if (assetName.Equals(string.Empty) || assetGUID.Equals(string.Empty)) { return(null); } AssetBundleManagerEditor.AssetBundleEditorInfo info = new AssetBundleManagerEditor.AssetBundleEditorInfo(); info.AssetBundleName = AbName; info.AssetBundleVarian = AbVirtant; info.guid = assetGUID; info.assetName = assetName; info.Asset_X = -1; info.Asset_Y = -1; if (!isHaveSpritePacking) { int w, h; if (!GetTextureInfo(assetImporter, out w, out h)) { Debug.LogWarning("贴图信息读取失败,请重新导入资源:" + assetImporter.assetPath); info.Asset_X = 2048; info.Asset_Y = 2048; } else { info.Asset_X = w; info.Asset_Y = h; } } else { //info.Asset_X = 3535;//特殊含义,表示这个贴图有图集,因为图集会分多个group,在加载之前是不知道属于哪一个group的 //info.Asset_Y = 5353; info.Asset_X = 2048; info.Asset_Y = 2048; } return(info); }
private static AssetBundleManagerEditor.AssetBundleEditorInfo BuildMaterialAssetBundleInfo(AssetImporter assetImporter, string referenceAssetbundleName) { string AbName = string.Empty; string AbVirtant = string.Empty; if (!assetImporter) { return(null); } if (!CheckAssetDependices(assetImporter.assetPath)) { return(null); } string asPatch = assetImporter.assetPath; if (!IsMaterialAsset(asPatch)) { return(null); } //移除头部 asPatch = asPatch.Replace(ArtitsPatch, ""); string[] strs = asPatch.Split('/'); //没有放到其他文件夹下,则使用默认的包 if (strs.Length <= 1) { asPatch = "Default"; } else { //移除名字 asPatch = asPatch.Replace(strs[strs.Length - 1], ""); //再移除最后的斜杠 asPatch = asPatch.Remove(asPatch.Length - 1); } //最后就是包名 AbName = "Material/" + asPatch; AbVirtant = AssetBundleManager.MatVariant; if (AbName.Equals(string.Empty) || AbVirtant.Equals(string.Empty)) { return(null); } string assetName = Path.GetFileNameWithoutExtension(assetImporter.assetPath); string assetGUID = AssetBundleManagerEditor.GetAssetGUIDFromMeta(assetImporter.assetPath); if (assetName.Equals(string.Empty) || assetGUID.Equals(string.Empty)) { return(null); } if (!referenceAssetbundleName.Equals(string.Empty)) { AbName = referenceAssetbundleName; } AssetBundleManagerEditor.AssetBundleEditorInfo info = new AssetBundleManagerEditor.AssetBundleEditorInfo(); info.AssetBundleName = AbName; info.AssetBundleVarian = AbVirtant; info.guid = assetGUID; info.assetName = assetName; return(info); }
private static AssetBundleManagerEditor.AssetBundleEditorInfo BuildAnimatorClipAssetBundleInfo(AssetImporter assetImporter, string referenceAssetbundleName) { string AbName = string.Empty; string AbVirtant = string.Empty; if (!assetImporter) { return(null); } string asPatch = assetImporter.assetPath; //移除头部 asPatch = asPatch.Replace(ArtitsPatch, ""); string[] strs = asPatch.Split('/'); //没有放到其他文件夹下,则使用默认的包 if (strs.Length <= 1) { asPatch = "Default"; } else { //移除名字 asPatch = asPatch.Replace(strs[strs.Length - 1], ""); //再移除最后的斜杠 asPatch = asPatch.Remove(asPatch.Length - 1); } //最后就是包名 AbName = "animclip/" + asPatch; AbVirtant = AssetBundleManager.AnimatorClipVariant; string assetName = Path.GetFileNameWithoutExtension(assetImporter.assetPath); string assetGUID = AssetBundleManagerEditor.GetAssetGUIDFromMeta(assetImporter.assetPath); if (assetName.Equals(string.Empty) || assetGUID.Equals(string.Empty)) { return(null); } if (!referenceAssetbundleName.Equals(string.Empty)) { AbName = referenceAssetbundleName; } AssetBundleManagerEditor.AssetBundleEditorInfo info = new AssetBundleManagerEditor.AssetBundleEditorInfo(); info.AssetBundleName = AbName; info.AssetBundleVarian = AbVirtant; info.guid = assetGUID; info.assetName = assetName; AssetBundleManagerEditor.AssetFileInfo fileInfo = AssetBundleManagerEditor.GetFileInfo(AssetBundleManagerEditor.ConverRelativePatchToObslotePatch(assetImporter.assetPath)); if (fileInfo != null) { info.Asset_X = fileInfo.fileLengthInMB; info.Asset_Y = fileInfo.fileLengthInMB; } return(info); }
private static void OnImportLightingEffectSceheme(string path) { AssetBundleManagerEditor.AssetBundleEditorInfo da = AssetBundleManagerEditor.GetAssetBundleEditorInfo(path); }