//-------------------------------------------------------------------------------------------- // 打包场景文件 static public void BuildGameScene(string file, List <string> fLst, BuildTarget tgt, GameBundleVersionControl version) { //BuildOptions op = BuildOptions.BuildAdditionalStreamedScenes; //string szMsg = BuildPipeline.BuildPlayer(fLst.ToArray(), file, tgt, op); file = file.ToLower(); string pkgName = Path.GetFileName(file); pkgName = pkgName.ToLower(); bool needPackage = false; foreach (string n in fLst) { string sceneFileName = ArchiveUtil.NtfPathAfterAssets(n).ToLower(); if (version.UpdateFileMD5(sceneFileName, pkgName)) { needPackage = true; break; } } if (!needPackage) { return; } string szMsg = BuildPipeline.BuildStreamedSceneAssetBundle(fLst.ToArray(), file, tgt); if (string.IsNullOrEmpty(szMsg)) { AppendResPackItm(fLst.ToArray(), file, tgt); version.IncreasePackageVersion(pkgName); szMsg = @"操作成功"; } EditorUtility.DisplayDialog(@"操作已结束", @"消息: " + szMsg, "Ok"); }
static public string BuildGameScene(string file, string szScene, BuildTarget tgt, GameBundleVersionControl version) { file = file.ToLower(); string pkgName = Path.GetFileName(file); pkgName = pkgName.ToLower(); string sceneFileName = ArchiveUtil.NtfPathAfterAssets(szScene).ToLower(); if (!version.UpdateFileMD5(sceneFileName, pkgName)) { return(""); } string[] szAry = new string[] { szScene }; string szMsg = BuildPipeline.BuildStreamedSceneAssetBundle(szAry, file, tgt); if (string.IsNullOrEmpty(szMsg)) { AppendResPackItm(szAry, file, tgt); version.IncreasePackageVersion(pkgName); } return(szMsg); }