using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class TestBunildAssetB {
//在Unity编辑器中添加菜单
[MenuItem("BuildAssetBundles/BuildSelectAssetbundle")]
static void BuildAssetbundleSelect()
{
// 打开保存面板,选择路径并保存
string outputPath = EditorUtility.SaveFolderPanel("Build Select Assetbundle", "", "");
if (outputPath.Length != 0)
{
BuildTarget activeTarget = EditorUserBuildSettings.activeBuildTarget;
AssetBundleBuild[] buildMap = new AssetBundleBuild[Selection.assetGUIDs.Length];
for (int i = 0; i < Selection.assetGUIDs.Length; i++)
{
string guid = Selection.assetGUIDs[i];
//将GUID(全局唯一标识符)转换为对应的资源路径。
//所有的路径都是相对于工程目录文件。例如” Assets/MyTextures/hello.png”
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
//报告指定 Unicode 字符在此实例中的最后一个匹配项的索引位置。
int startindex = assetPath.LastIndexOf('/') + 1;
int length = assetPath.LastIndexOf('.') - startindex;
//此处是打包后的文件名;根据guid命名,并且自定义后缀名
buildMap[i].assetBundleName = assetPath.Substring(startindex, length) + ".assetbundle";
buildMap[i].assetNames = new string[1];
buildMap[i].assetNames[0] = assetPath;
}
//打包
BuildPipeline.BuildAssetBundles(outputPath, buildMap, BuildAssetBundleOptions.None, activeTarget);
}
}
}