/// <summary> /// Extra Flag -> ex: Android/ AndroidSD/ AndroidHD/ /// </summary> /// <param name="platfrom"></param> /// <param name="quality"></param> /// <returns></returns> public static string GetExportPath(BuildTarget platfrom, CResourceQuality quality = CResourceQuality.Sd) { string basePath = Path.GetFullPath(Application.dataPath + "/" + CCosmosEngine.GetConfig(CCosmosEngineDefaultConfig.AssetBundleBuildRelPath) + "/"); if (!Directory.Exists(basePath)) { CBuildTools.ShowDialog("路径配置错误: " + basePath); throw new System.Exception("路径配置错误"); } string path = null; switch (platfrom) { case BuildTarget.Android: case BuildTarget.iPhone: case BuildTarget.StandaloneWindows: var platformName = CResourceModule.BuildPlatformName; if (quality != CResourceQuality.Sd) // SD no need add { platformName += quality.ToString().ToUpper(); } path = basePath + platformName + "/"; break; default: CBuildTools.ShowDialog("构建平台配置错误"); throw new System.Exception("构建平台配置错误"); } return(path); }
/// <summary> /// Different platform's assetBundles is incompatible. /// CosmosEngine put different platform's assetBundles in different folder. /// Here, get Platform name that represent the AssetBundles Folder. /// </summary> /// <returns>Platform folder Name</returns> private static string GetBuildPlatformName() { string buildPlatformName = "Win32"; // default #if UNITY_EDITOR var buildTarget = UnityEditor_EditorUserBuildSettings_activeBuildTarget; //UnityEditor.EditorUserBuildSettings.activeBuildTarget; switch (buildTarget) { case "StandaloneWindows": // UnityEditor.BuildTarget.StandaloneWindows: case "StandaloneWindows64": // UnityEditor.BuildTarget.StandaloneWindows64: buildPlatformName = "Win32"; break; case "Android": // UnityEditor.BuildTarget.Android: buildPlatformName = "Android"; break; case "iPhone": // UnityEditor.BuildTarget.iPhone: buildPlatformName = "IOS"; break; default: CDebug.Assert(false); break; } #else switch (Application.platform) { case RuntimePlatform.Android: buildPlatformName = "Android"; break; case RuntimePlatform.IPhonePlayer: buildPlatformName = "IOS"; break; case RuntimePlatform.WindowsPlayer: case RuntimePlatform.WindowsWebPlayer: buildPlatformName = "Win32"; break; default: CDebug.Assert(false); break; } #endif if (Quality != CResourceQuality.Sd) // SD no need add { buildPlatformName += Quality.ToString().ToUpper(); } return(buildPlatformName); }