/* * [MenuItem("Haruhi/Build/CommandLineBuildFastIOS", false, 1)] * public static void CommandLineBuildFast() * { * SetBuildSetting(); * FastBuild(buidPathIOS, BuildTarget.iOS, BuildTargetGroup.iOS); * } * * [MenuItem("Haruhi/Build/CommandLineBuildFastIOSDebug", false, 2)] * public static void CommandLineBuildFastIOSDebug() * { * SetBuildSetting(true); * FastBuild(buidPathIOS, BuildTarget.iOS, BuildTargetGroup.iOS); * } * * [MenuItem("Haruhi/Build/CommandLineBuildFastIOSDebugSkipBundle", false, 3)] * public static void CommandLineBuildFastIOSDebugSkipBundle() * { * g_bSkipBundle = true; * SetBuildSetting(true); * FastBuild(buidPathIOS, BuildTarget.iOS, BuildTargetGroup.iOS); * } * * * [MenuItem("Haruhi/Build/CommandLineBuildFastAndroid", false, 21)] * public static void CommandLineBuildFastAndroid() * { * SetAndroidBuildSettings(); * AssetDatabase.Refresh(); * FastBuild(buidPathAndroid, BuildTarget.Android, BuildTargetGroup.Android); * } * * [MenuItem("Haruhi/Build/CommandLineBuildFastAndroidDebug", false, 22)] * public static void CommandLineBuildFastAndroidDebug() * { * SetAndroidBuildSettings(true); * AssetDatabase.Refresh(); * FastBuild(buidPathAndroid, BuildTarget.Android, BuildTargetGroup.Android); * } * * [MenuItem("Haruhi/Build/CommandLineBuildFastAndroidDebugSkipBundle", false, 23)] * public static void CommandLineBuildFastAndroidDebugSkipBundle() * { * g_bSkipBundle = true; * SetAndroidBuildSettings(true); * AssetDatabase.Refresh(); * FastBuild(buidPathAndroid, BuildTarget.Android, BuildTargetGroup.Android); * } * * [MenuItem("Haruhi/Build/BuildAssets IOS", false, 51)] * public static void BuildAssetsIOS() * { * g_bSkipBuildPlayer = true; * SetBuildSetting(true); * AssetDatabase.Refresh(); * FastBuild(buidPathIOS, BuildTarget.iOS, BuildTargetGroup.iOS); * } * * [MenuItem("Haruhi/Build/BuildAssets Android", false, 52)] * public static void BuildAssetsAndroid() * { * g_bSkipBuildPlayer = true; * SetAndroidBuildSettings(true); * AssetDatabase.Refresh(); * FastBuild(buidPathAndroid, BuildTarget.Android, BuildTargetGroup.Android); * } * * [MenuItem("Haruhi/Build/BuildAssets Windows", false, 53)] * public static void BuildAssetsWindows() * { * g_bSkipBuildPlayer = true; * SetBuildSetting(true); * AssetDatabase.Refresh(); * FastBuild(buidPathWindows, BuildTarget.StandaloneWindows, BuildTargetGroup.Standalone); * } * * [MenuItem("Haruhi/Build/BuildText IOS", false, 71)] * public static void BuildTextIOS() * { * g_bSkipBuildPlayer = true; * g_bSkipBundle = true; * SetBuildSetting(true); * AssetDatabase.Refresh(); * FastBuild(buidPathIOS, BuildTarget.iOS, BuildTargetGroup.iOS); * } * * [MenuItem("Haruhi/Build/BuildText Android", false, 72)] * public static void BuildTextAndroid() * { * g_bSkipBuildPlayer = true; * g_bSkipBundle = true; * SetAndroidBuildSettings(true); * AssetDatabase.Refresh(); * FastBuild(buidPathAndroid, BuildTarget.Android, BuildTargetGroup.Android); * } * * [MenuItem("Haruhi/Build/BuildText Windows", false, 73)] * public static void BuildTextWindows() * { * g_bSkipBuildPlayer = true; * g_bSkipBundle = true; * SetBuildSetting(true); * AssetDatabase.Refresh(); * FastBuild(buidPathWindows, BuildTarget.sta, BuildTargetGroup.Standalone); * } * */ private static void FastBuild(string buildPath, BuildTarget target, BuildTargetGroup targetGroup) { Debug.Log("Version of the unity is: " + Application.unityVersion); XSwitchPlatform(targetGroup, target); SetBuildParamFromCommandLineArgs(); if (Directory.Exists(buildPath)) { Directory.Delete(buildPath, true); } if (!Directory.Exists(buildOutPath)) { Directory.CreateDirectory(buildOutPath); } var resourceList = ResourceBuildTool.GetBuildResources(PathUtility.FullPathToProjectPath(PathUtility.ResourcesPath)); BuildGame(buildPath, target, buildOption, resourceList); }
private static void ResetAllAssetBundleName() { string[] abNameArr = AssetDatabase.GetAllAssetBundleNames(); for (int i = 0; i < abNameArr.Length; i++) { EditorUtility.DisplayProgressBar("Remove All AssetBundleName", abNameArr[i], (float)i / abNameArr.Length); AssetDatabase.RemoveAssetBundleName(abNameArr[i], true); } AssetDatabase.SaveAssets(); EditorUtility.ClearProgressBar(); //set abname var resourceList = ResourceBuildTool.GetBuildResources(PathUtility.FullPathToProjectPath(PathUtility.ResourcesPath)); CollectionUtility.Insert(resourceSet, resourceList); if (!ResourcesBuilder.SetAssetsBundleName(resourceSet)) { Debug.LogError("Error SetAssetsBundleName失敗"); } EditorUtility.ClearProgressBar(); }