using UnityEngine; using System.Collections; using UnityEditor; using System.IO; /// <summary> /// 把Resource下的资源打包成.unity3d 到StreamingAssets目录下 /// </summary> public class Builder : Editor { public static string sourcePath = Application.dataPath + "/Resources"; const string AssetBundlesOutputPath = "Assets/StreamingAssets"; [MenuItem("Tools/AssetBundle/Build")] public static void BuildAssetBundle() { ClearAssetBundlesName (); Pack (sourcePath); string outputPath = Path.Combine (AssetBundlesOutputPath,Platform.GetPlatformFolder(EditorUserBuildSettings.activeBuildTarget)); if (!Directory.Exists (outputPath)) { Directory.CreateDirectory(outputPath); } //根据BuildSetting里面所激活的平台进行打包 BuildPipeline.BuildAssetBundles (outputPath,0,EditorUserBuildSettings.activeBuildTarget); AssetDatabase.Refresh (); Debug.Log ("打包完成"); } /// <summary> /// 清除之前设置过的AssetBundleName,避免产生不必要的资源也打包 /// 之前说过,只要设置了AssetBundleName的,都会进行打包,不论在什么目录下 /// </summary> static void ClearAssetBundlesName() { int length = AssetDatabase.GetAllAssetBundleNames ().Length; Debug.Log (length); string[] oldAssetBundleNames = new string[length]; for (int i = 0; i < length; i++) { oldAssetBundleNames[i] = AssetDatabase.GetAllAssetBundleNames()[i]; } for (int j = 0; j < oldAssetBundleNames.Length; j++) { AssetDatabase.RemoveAssetBundleName(oldAssetBundleNames[j],true); } length = AssetDatabase.GetAllAssetBundleNames ().Length; Debug.Log (length); } static void Pack(string source) { DirectoryInfo folder = new DirectoryInfo (source); FileSystemInfo[] files = folder.GetFileSystemInfos (); int length = files.Length; for (int i = 0; i < length; i++) { if(files[i] is DirectoryInfo) { Pack(files[i].FullName); } else { if(!files[i].Name.EndsWith(".meta")) { file (files[i].FullName); } } } } static void file(string source) { string _source = Replace (source); string _assetPath = "Assets" + _source.Substring (Application.dataPath.Length); string _assetPath2 = _source.Substring (Application.dataPath.Length + 1); //Debug.Log (_assetPath); //在代码中给资源设置AssetBundleName AssetImporter assetImporter = AssetImporter.GetAtPath (_assetPath); string assetName = _assetPath2.Substring (_assetPath2.IndexOf("/") + 1); assetName = assetName.Replace(Path.GetExtension(assetName),".unity3d"); //Debug.Log (assetName); assetImporter.assetBundleName = assetName; } static string Replace(string s) { return s.Replace("\\","/"); } } public class Platform { public static string GetPlatformFolder(BuildTarget target) { switch (target) { case BuildTarget.Android: return "Android"; case BuildTarget.iOS: return "IOS"; case BuildTarget.WebPlayer: return "WebPlayer"; case BuildTarget.StandaloneWindows: case BuildTarget.StandaloneWindows64: return "Windows"; case BuildTarget.StandaloneOSXIntel: case BuildTarget.StandaloneOSXIntel64: case BuildTarget.StandaloneOSXUniversal: return "OSX"; default: return null; } } }
时间: 2024-10-28 19:59:17