//
// 摘要:
// 把资源打成AssetBundle包,
//
[MenuItem("Tools/Build Hall AssetBundles")]
static void BuildHallAssetBundles()
{
//执行打包
BuildPipeline.BuildAssetBundles(Application.streamingAssetsPath, BuildAssetBundleOptions.DeterministicAssetBundle, EditorUserBuildSettings.activeBuildTarget);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
// // 摘要: // 列出编辑器Project窗口中选中的文件,它所依赖的资源 // // [MenuItem("Tools/List Dependencies")] static void ListDependencies() { string path = AssetDatabase.GetAssetPath(UnityEditor.Selection.activeObject); if (path != "") { string[] dps = AssetDatabase.GetDependencies(path); Debug.Log(string.Format("List dependencies:[{0}]", path)); for (int i = 0; i < dps.Length; i++) { Debug.Log(string.Format(" Item {0}:", i + 1)); Debug.Log(string.Format(" path:{0}", dps[i])); Debug.Log(string.Format(" GUID:{0}", AssetDatabase.AssetPathToGUID(dps[i]))); } } }
//
// 摘要:
// 清理游戏本地的设置数据,PlayerPrefs,
//
//
[MenuItem("Tools/Clear PlayerPrefs")]
public static void ClearPlayerPrefs()
{
PlayerPrefs.DeleteAll();
}
//
// 摘要:
// 显示PC中StreamingAssets下的所有assetbundle名字
//
//
[MenuItem("Tools/Show All AssetBundles")]
public static void ShowAllAssetBundles()
{
AssetBundle bundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, "StreamingAssets"));
AssetBundleManifest manifest = bundle.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
bundle.Unload(false);
string[] BundleNames = manifest.GetAllAssetBundles();
foreach (string name in BundleNames)
{
Debug.Log("ResTools: " + name);
}
}
//
// 摘要:
// 打开PC的persistentDataPath目录
//
//
[MenuItem("Tools/Show PersistentData in Explorer...")]
public static void ShowPersistentDataInExplor()
{
string path = Application.persistentDataPath.Replace("/", "\\");
System.Diagnostics.Process.Start(path);
}