示例#1
0
    /// <summary>
    /// 生成绑定素材
    /// </summary>
    public static void BuildAssetResource(BuildTarget target)
    {
        maps.Clear();
        //设置代码bundle
        HandleLuaBundle();
        //设置资源bundle
        HandleAssetBundle();
        //开始打bundle
        string resPath = "Assets/StreamingAssets";

        UnityEngine.Debug.Log("bundle数量" + maps.ToArray().Length);
        BuildPipeline.BuildAssetBundles(resPath, maps.ToArray(), BuildAssetBundleOptions.ChunkBasedCompression, target);

        //删除设置的代码临时文件夹
        string streamDir = Application.dataPath + "/" + AppConst.LuaTempDir;

        if (Directory.Exists(streamDir))
        {
            Directory.Delete(streamDir, true);
        }

        //生成bundle名和资源名的关联文件
        Packager.CreateBundleRelateFile();

        AssetDatabase.Refresh();
    }