/// <summary> /// 最新包 /// </summary> void LastestGUI() { GUILayout.BeginVertical(); if (GUILayout.Button("检测资源", GUILayout.Width(100))) { exportPath = EditorUtility.OpenFolderPanel("选择导出目录", Application.dataPath, ""); if (string.IsNullOrEmpty(exportPath)) { return; } if (isSelectAndroid) { AssetBundleEditorTools.CheackAssets(rootResourceDir, exportPath + "/Android", BuildTarget.Android); } if (isSelectIOS) { AssetBundleEditorTools.CheackAssets(rootResourceDir, exportPath + "/iOS", BuildTarget.iOS); } AssetDatabase.Refresh(); Debug.Log("资源打包完毕"); } if (GUILayout.Button("收集Shader keyword", GUILayout.Width(200))) { ShaderCollection.GenShaderVariant(); } if (GUILayout.Button("一键打包[美术资源]", GUILayout.Width(380), GUILayout.Height(30))) { exportPath = EditorUtility.OpenFolderPanel("选择导出目录", Application.dataPath, ""); if (string.IsNullOrEmpty(exportPath)) { return; } //开始打包 BuildAsset(); } if (GUILayout.Button("AssetBundle还原目录", GUILayout.Width(380), GUILayout.Height(30))) { exportPath = EditorUtility.OpenFolderPanel("选择资源目录", Application.dataPath, ""); if (string.IsNullOrEmpty(exportPath)) { return; } AssetBundleEditorTools.HashName2AssetName(exportPath); } GUILayout.EndVertical(); }
/// <summary> /// 最新包 /// </summary> void LastestGUI() { GUILayout.BeginVertical(); if (GUILayout.Button("检测资源", GUILayout.Width(100))) { exportPath = EditorUtility.OpenFolderPanel("选择导出目录", Application.dataPath, ""); if (string.IsNullOrEmpty(exportPath)) { return; } RuntimePlatform rp = RuntimePlatform.Lumin; BuildTarget bt = BuildTarget.Lumin; // if (isSelectWindows) // { // AssetBundleEditorTools.CheackAssets(rootResourceDir, // exportPath + "/" + // BApplication.GetPlatformPath(RuntimePlatform.WindowsPlayer), // BuildTarget.StandaloneWindows); // } if (isSelectAndroid) { AssetBundleEditorTools.CheackAssets(rootResourceDir, exportPath + "/" + BApplication.GetPlatformPath(RuntimePlatform.Android), BuildTarget.Android); } if (isSelectIOS) { AssetBundleEditorTools.CheackAssets(rootResourceDir, exportPath + "/" + BApplication.GetPlatformPath(RuntimePlatform.IPhonePlayer), BuildTarget.iOS); } AssetDatabase.Refresh(); Debug.Log("资源打包完毕"); } if (GUILayout.Button("收集Shader keyword", GUILayout.Width(200))) { ShaderCollection.GenShaderVariant(); } if (GUILayout.Button("一键打包[美术资源]", GUILayout.Width(380), GUILayout.Height(30))) { exportPath = EditorUtility.OpenFolderPanel("选择导出目录", Application.dataPath, ""); if (string.IsNullOrEmpty(exportPath)) { return; } //搜集keyword ShaderCollection.GenShaderVariant(); //开始打包 BuildAsset(); } if (GUILayout.Button("AssetBundle还原目录", GUILayout.Width(380), GUILayout.Height(30))) { exportPath = EditorUtility.OpenFolderPanel("选择资源目录", Application.dataPath, ""); if (string.IsNullOrEmpty(exportPath)) { return; } AssetBundleEditorTools.HashName2AssetName(exportPath); } GUILayout.EndVertical(); }