private void SetAssetBundleForAssets(IEnumerable <Object> assets, string name, bool isVariant) { bool assetBundleNameChanged = false; foreach (Object obj in assets) { if (obj is MonoScript) { continue; } AssetImporter importer = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(obj)); if (importer == null) { continue; } if (isVariant) { importer.assetBundleVariant = name; } else { importer.assetBundleName = name; } assetBundleNameChanged = true; } if (assetBundleNameChanged) { EditorApplication.Internal_CallAssetBundleNameChanged(); } }
private void SetAssetBundleForAssets(IEnumerable <UnityEngine.Object> assets, string name, bool isVariant) { bool flag = false; foreach (UnityEngine.Object current in assets) { if (!(current is MonoScript)) { AssetImporter atPath = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(current)); if (!(atPath == null)) { if (isVariant) { atPath.assetBundleVariant = name; } else { atPath.assetBundleName = name; } flag = true; } } } if (flag) { EditorApplication.Internal_CallAssetBundleNameChanged(); } }