static void BuildAssetBundles()
        {
            string outputPath = Application.streamingAssetsPath + "/AssetBundles/" + ResKitUtil.GetPlatformName();

            if (!Directory.Exists(outputPath))
            {
                Directory.CreateDirectory(outputPath);
            }
            UnityEditor.BuildPipeline.BuildAssetBundles(outputPath,
                                                        UnityEditor.BuildAssetBundleOptions.ChunkBasedCompression,
                                                        UnityEditor.EditorUserBuildSettings.activeBuildTarget);
            UnityEditor.AssetDatabase.Refresh();
        }
示例#2
0
 public AssetBundleRes(string assetName)
 {
     mAssetPath = ResKitUtil.FullPathForAssetBundle(assetName);
     Name       = assetName;
     State      = ResState.Waiting;
 }