private void BuildAssetBundle(ItemFile file) { string path = string.Format("{0}/{1}", AssetBundlePath, file.folder); if (!Directory.Exists(path)) { Directory.CreateDirectory(path); } List <AssetBundleBuild> builds = new List <AssetBundleBuild>(); AssetBundleBuild build = new AssetBundleBuild() { assetBundleName = Path.GetFileNameWithoutExtension(file.name), assetNames = new string[] { file.path } }; builds.Add(build); BuildPipeline.BuildAssetBundles(path, builds.ToArray(), BuildAssetBundleOptions.None, BuildTarget.Android); }
protected override void Init() { list = Finder.LoadFiles(Application.dataPath, "*.prefab"); _list = new string[list.Count]; for (int i = 0; i < list.Count; i++) { _list[i] = list[i].name; } indexPrefab.action = (index) => { file = list[index]; dependencies.Clear(); if (string.IsNullOrEmpty(file.asset)) { prefab = null; } else { prefab = AssetDatabase.LoadAssetAtPath <GameObject>(file.asset); string[] _dependencies = AssetDatabase.GetDependencies(file.asset); int count = _dependencies.Length; for (int i = 0; i < count; i++) { dependencies.Add(AssetDatabase.LoadAssetAtPath <Object>(_dependencies[i])); } } }; }