static void checkWindow() { if (window == null) { window = (AssetBundlesCreatorEx)GetWindow(typeof(AssetBundlesCreatorEx)); } }
public static void Execute(UnityEditor.BuildTarget target) { string platform = AssetBundlesCreatorEx.GetPlatformName(target); Execute(platform); AssetDatabase.Refresh(); }
public static void Execute(UnityEditor.BuildTarget target) { string SavePath = AssetBundlesCreatorEx.GetPlatformPath(target); Object obj = AssetDatabase.LoadAssetAtPath(SavePath + "VersionNum/VersionNum.xml", typeof(Object)); BuildPipeline.BuildAssetBundle(obj, null, SavePath + "VersionNum/VersionNum.assetbundle", BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets | BuildAssetBundleOptions.DeterministicAssetBundle, target); AssetDatabase.Refresh(); }
public static void Execute(UnityEditor.BuildTarget target) { string SavePath = AssetBundlesCreatorEx.GetPlatformPath(target); Object[] targets = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets); // 当前选中的资源列表 foreach (Object o in targets) { string path = AssetDatabase.GetAssetPath(o); // 过滤掉meta文件 // if(path.Contains(".meta")) // continue; path = SavePath + ConvertToAssetBundleName(path); path = path.Substring(0, path.LastIndexOf('.')); path += ".assetbundle"; BuildPipeline.BuildAssetBundle(o, null, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets, target); } AssetDatabase.Refresh(); }