// 打包自己指定资源 public static void BuildCustomAssetBundles() { // Choose the output path according to the build target. string outputPath = ExportUtil.getStreamingDataPath(""); if (!Directory.Exists(outputPath)) { Directory.CreateDirectory(outputPath); } AssetBundleParam param = new AssetBundleParam(); param.m_buildList = new AssetBundleBuild[1]; param.m_buildList[0].assetBundleName = "TestExportPrefab"; param.m_buildList[0].assetBundleVariant = UtilApi.UNITY3D; param.m_buildList[0].assetNames = new string[1]; param.m_buildList[0].assetNames[0] = "Assets/TestAssets/TestPrefab.prefab"; // 这个目录一定要是 Assets 下面写,并且加上扩展名字 param.m_pathName = outputPath; param.m_assetBundleOptions = 0; param.m_targetPlatform = EditorUserBuildSettings.activeBuildTarget; ExportUtil.BuildAssetBundle(param); // 打包成 unity3d 后文件名字会变成小写,这里修改一下 UtilPath.modifyFileNameToCapital(outputPath, "TestExportPrefab"); }
// 遍历一个文件的时候处理 public void handleFile(string fullFileName, string name) { fullFileName = UtilPath.normalPath(fullFileName); if (m_ignoreExtList.IndexOf(UtilPath.getFileExt(fullFileName)) == -1) { string fineNameNoExt = UtilPath.getFileNameNoExt(fullFileName); string assetPath = fullFileName.Substring(fullFileName.IndexOf(ExportUtil.ASSETS)); string destPath = ""; if (m_unity3dExtNameList.IndexOf(UtilPath.getFileExt(fullFileName)) != -1) { if (fullFileName.LastIndexOf('/') != m_srcFullPath.Length) { destPath = fullFileName.Substring(m_srcFullPath.Length + 1, fullFileName.LastIndexOf('/') - (m_srcFullPath.Length + 1)); } if (!string.IsNullOrEmpty(m_destRoot)) { destPath = Path.Combine(ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath, m_destRoot); destPath = Path.Combine(destPath, destPath); } else { destPath = Path.Combine(ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath, destPath); } AssetBundleParam bundleParam = new AssetBundleParam(); #if UNITY_5 bundleParam.m_buildList = new AssetBundleBuild[1]; bundleParam.m_buildList[0].assetBundleName = fineNameNoExt; bundleParam.m_buildList[0].assetBundleVariant = UtilApi.UNITY3D; bundleParam.m_buildList[0].assetNames = new string[1]; bundleParam.m_buildList[0].assetNames[0] = assetPath; bundleParam.m_targetPlatform = ResExportSys.m_instance.m_targetPlatform; bundleParam.m_pathName = destPath; #elif UNITY_4_6 || UNITY_4_5 bundleParam.m_assets = objList.ToArray(); pathList.Clear(); pathList.Add(m_skelMeshParam.m_outPath); pathList.Add(skelNoExt + ".unity3d"); bundleParam.m_pathName = ExportUtil.getStreamingDataPath(ExportUtil.combine(pathList.ToArray())); #endif ExportUtil.BuildAssetBundle(bundleParam); // 打包成 unity3d 后文件名字会变成小写,这里修改一下 UtilPath.modifyFileNameToCapital(destPath, fineNameNoExt); } else // 直接拷贝过去 { if (fullFileName.LastIndexOf('/') != m_srcFullPath.Length) { destPath = fullFileName.Substring(m_srcFullPath.Length + 1, fullFileName.Length - (m_srcFullPath.Length + 1)); } if (!string.IsNullOrEmpty(m_destRoot)) { destPath = Path.Combine(ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath, m_destRoot); destPath = Path.Combine(destPath, destPath); } else { destPath = Path.Combine(ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath, destPath); File.Copy(fullFileName, destPath); } } addResListItem(fullFileName, destPath); } }