public static string GetCurLanguage() { return(GameConfig.GetStr(GameDefine.STR_CUR_LANGUAGE, _getValidLanguageCode((int)Application.systemLanguage))); }
void OnGUI() { if (this._config == null) { Init(); } EditorGUILayout.BeginHorizontal(); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); _config.LoadPath = EditorGUILayout.TextField("Load Path", _config.LoadPath); if (GUILayout.Button("Select")) { var path = EditorUtility.OpenFolderPanel("Load", _config.LoadPath, ""); _config.LoadPath = string.IsNullOrEmpty(path) ? _config.LoadPath : path; } EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); _config.ExportPath = EditorGUILayout.TextField("Export Path", _config.ExportPath); if (GUILayout.Button("Select")) { var path = EditorUtility.OpenFolderPanel("Load", _config.ExportPath, ""); _config.ExportPath = string.IsNullOrEmpty(path) ? _config.ExportPath : path; } EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("BuildAssetBundleOptions:"); if (GUILayout.Button(_config.options.ToString())) { ShowTypeNamesMenu( _config.options.ToString(), optionsList, (string selectedTypeStr) => { _config.options = getEnumByString <BuildAssetBundleOptions>(selectedTypeStr); } ); } EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("BuildTarget:"); if (GUILayout.Button(_config.target.ToString())) { ShowTypeNamesMenu( _config.target.ToString(), targetList, (string selectedTypeStr) => { _config.target = getEnumByString <BuildTarget>(selectedTypeStr); } ); } EditorGUILayout.EndHorizontal(); if (GUILayout.Button("重置资源导出路径")) { _config.DeletConfig(); _config = new BuilderConfig(); } EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("LuaBuildTest")) { //List<AssetBundleBuild> list = new List<AssetBundleBuild>(); ////测试常规打包载入 //list.Add(AsbBuilder.GenBuildByDir(_config.LoadPath, Tools.GetResPath(), "*.*")); ////更新相关测试 begin ------------------------------------------------ ////测试资源依赖 ////测试资源依赖:1. 多个文件依赖同一个文件 //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t1/common.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T1/cmat.mat", "Assets/BundleRes/DepTest/T1/img.png", } }); //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t1/sphere.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T1/Sphere.prefab", } }); //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t1/cube.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T1/Cube.prefab", } }); //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t1/capsule.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T1/Capsule.prefab", } }); ////测试资源依赖:2. 一个文件依赖多个文件 ////list = new List<AssetBundleBuild>(); //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t2/obj.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T2/Obj.prefab", } }); //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t2/sphere.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T2/Sphere.prefab", } }); //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t2/cube.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T2/Cube.prefab", } }); //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t2/capsule.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T2/Capsule.prefab", } }); ////测试资源依赖:3. 一列依赖对象中有变化 ////list = new List<AssetBundleBuild>(); //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t3/cube.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T3/Cube.prefab", } }); //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t3/img2.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T3/img2.png", } }); //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t3/mat_img2.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T3/mat_img2.mat", } }); //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t3/obj2.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T3/Obj2.prefab", } }); ////测试资源依赖:4.对有c#脚本的绑定的依赖 //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t4/sphere.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T4/Sphere.prefab", } }); //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t4/cube.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T4/Cube.prefab", } }); //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t4/capsule.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T4/Capsule.prefab", } }); ////更新相关测试 end ================================================== //if (BuildTarget.NoTarget == _config.target) //{ // AsbBuilder.BuildAsb(_config.ExportPath, list.ToArray(), _config.options, BuildTarget.Android); // AsbBuilder.BuildAsb(_config.ExportPath, list.ToArray(), _config.options, BuildTarget.iOS); // AsbBuilder.BuildAsb(_config.ExportPath, list.ToArray(), _config.options, BuildTarget.StandaloneWindows); //} //else //{ // AsbBuilder.BuildAsb(_config.ExportPath, list.ToArray(), _config.options, _config.target); //} AsbBuilder.BuildAllLua(_config); Close(); } if (GUILayout.Button("ResBuildTest")) { AsbBuilder.BuildAllRes(_config); Close(); } EditorGUILayout.EndHorizontal(); if (GUILayout.Button("BuildAll")) { AsbBuilder.BuildAll(_config); Close(); } EditorGUILayout.BeginHorizontal(); GUILayout.Space(30); bool v = GUILayout.Toggle(GameConfig.HasDebugView, "是否显示DebugView"); if (v != GameConfig.HasDebugView) { GameConfig.HasDebugView = v; GameConfig.Save(); } EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("设置清理不打包的 Scenens ")) { SceneSettingManager.SetReleaseSceneToBuildSetting(); } if (GUILayout.Button("显示 BuildSettings")) { EditorApplication.ExecuteMenuItem("File/Build Settings..."); Close(); } EditorGUILayout.EndHorizontal(); }