public void OnPreprocessBuild(BuildTarget target, string path) { BuildScript.CopyAssetBundlesTo(Path.Combine(Application.streamingAssetsPath, Assets.AssetBundles)); var platformName = BuildScript.GetPlatformName(); var searchPath = Path.Combine(Path.Combine(Application.streamingAssetsPath, Assets.AssetBundles), platformName); if (!Directory.Exists(searchPath)) { return; } var files = Directory.GetFiles(searchPath, "*.manifest", SearchOption.AllDirectories); foreach (var file in files) { var info = new FileInfo(file); if (info.Exists) { info.Delete(); } } files = Directory.GetFiles(searchPath, "*.meta", SearchOption.AllDirectories); foreach (var item in files) { var info = new FileInfo(item); info.Delete(); } }
private static void OnInitialize() { var sceneAssets = new List <string>(); var rules = BuildScript.GetBuildRules(); foreach (var guid in AssetDatabase.FindAssets("t:Scene", rules.scenesFolders)) { var assetPath = AssetDatabase.GUIDToAssetPath(guid); sceneAssets.Add(assetPath); } var patches = new List <Patch>(); var assets = new List <AssetRef>(); var searchPaths = new List <string>(); var dirs = new Dictionary <string, int>(); foreach (var asset in rules.assets) { if (!File.Exists(asset.name)) { continue; } var dir = Path.GetDirectoryName(asset.name); if (!string.IsNullOrEmpty(dir)) { if (!searchPaths.Contains(dir)) { dirs[dir] = searchPaths.Count; searchPaths.Add(dir); } } var ar = new AssetRef { name = Path.GetFileName(asset.name), bundle = -1, dir = dirs[dir] }; assets.Add(ar); } var scenes = new EditorBuildSettingsScene[sceneAssets.Count]; for (var index = 0; index < sceneAssets.Count; index++) { var asset = sceneAssets[index]; scenes[index] = new EditorBuildSettingsScene(asset, true); var dir = Path.GetDirectoryName(asset); if (!searchPaths.Contains(dir)) { searchPaths.Add(dir); } } for (var i = 0; i < rules.patches.Count; i++) { var item = rules.patches[i]; var patch = new Patch(); patch.name = item.name; patches.Add(patch); } var developVersions = new Versions(); developVersions.dirs = searchPaths.ToArray(); developVersions.assets = assets; developVersions.patches = patches; Assets.platform = BuildScript.GetPlatformName(); //Assets.basePath = Environment.CurrentDirectory.Replace("\\", "/") + "/" + BuildScript.outputPath + "/"; Assets.assetLoader = AssetDatabase.LoadAssetAtPath; Assets.versionsLoader += () => developVersions; Assets.onAssetLoaded += rules.OnLoadAsset; Assets.onAssetUnloaded += rules.OnUnloadAsset; rules.BeginSample(); EditorBuildSettings.scenes = scenes; EditorApplication.playModeStateChanged += EditorApplicationOnplayModeStateChanged; }