/// <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(); }