public static void createPublishProductOutputPath() { // 删除输出目录 ExportUtil.DeleteDirectory(ExportUtil.getPkgOutPath()); // 创建输出目录 ExportUtil.CreateDirectory(ExportUtil.getPkgOutPath()); }
public static void buildImage(BuildOptions option = BuildOptions.None) { string outputImagePath = ExportUtil.getImagePath("", ResExportSys.m_instance.m_targetPlatform); ExportUtil.DeleteDirectory(outputImagePath); ExportUtil.CreateDirectory(outputImagePath); string[] levelsPath = new string[1]; // 打包第一个启动场景目录 levelsPath[0] = "Assets/Scenes/Start.unity"; string targetName = ExportUtil.GetBuildTargetName(ResExportSys.m_instance.m_targetPlatform /*EditorUserBuildSettings.activeBuildTarget*/); if (targetName == null) { return; } // Build and copy AssetBundles. //option = EditorUserBuildSettings.development ? BuildOptions.Development : BuildOptions.None; PlayerParam param = new PlayerParam(); param.m_levels = levelsPath; param.m_locationPath = outputImagePath + targetName; param.m_target = ResExportSys.m_instance.m_targetPlatform; param.m_options = option; ExportUtil.BuildPlayer(param); }
public static void restoreResources() { string restorePath = ExportUtil.getDataPath("Prefabs"); string bakPath = ExportUtil.getPkgWorkPath("Prefabs"); ExportUtil.CreateDirectory(restorePath); ExportUtil.copyDirectory(bakPath, restorePath); ExportUtil.DeleteDirectory(bakPath); }
public static void pkgResources() { ResExportSys.m_instance.m_targetPlatform = BuildTarget.StandaloneWindows; ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath = ExportUtil.getStreamingDataPath(""); ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath = ExportUtil.normalPath(ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath); ExportUtil.DeleteDirectory(ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath); ExportUtil.CreateDirectory(ResExportSys.m_instance.m_pResourcesCfgPackData.m_destFullPath); ResExportSys.m_instance.parseResourceXml(); ResExportSys.m_instance.packResourceList(); }