u3d打包1

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;

public class PackAB
{
    [MenuItem("MyTool/打包_Windows")]
    public static void BuildWinAb()
    {
        BuildAb(BuildTarget.StandaloneWindows);
    }

    [MenuItem("MyTool/打包_Android")]
    public static void BuildAndroidAb()
    {
        BuildAb(BuildTarget.Android);
    }

    [MenuItem("MyTool/打包_iOS")]
    public static void BuildiOSAb()
    {
        BuildAb(BuildTarget.iOS);
    }

    #region BuildAb(BuildTarget target)
    public static void BuildAb(BuildTarget target)
    {
        string path = Path.Combine(Application.streamingAssetsPath, GetTargetName(target));
        if (!Directory.Exists(path))
        {
            Directory.CreateDirectory(path);
        }

        //1、基础打包方式 LZ4
        //BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.ChunkBasedCompression, target);

        //2-1、配置打包方式
        {
            List<AssetBundleBuild> maps = new List<AssetBundleBuild>();
            AssetBundleBuild assetBundleBuild = new AssetBundleBuild();
            assetBundleBuild.assetBundleName = "test_ab";
            assetBundleBuild.assetNames = new string[] {
                "Assets/_Resource/Prefabs/Cube.prefab",
                "Assets/_Resource/Prefabs/Sphere.prefab",
            };
            maps.Add(assetBundleBuild);
            BuildPipeline.BuildAssetBundles(path, maps.ToArray(), BuildAssetBundleOptions.ChunkBasedCompression, target);
        }

        AssetDatabase.Refresh();
    }
    #endregion

    #region GetTargetName(BuildTarget buildTarget)
    public static string GetTargetName(BuildTarget buildTarget)
    {
        switch (buildTarget)
        {
            case BuildTarget.StandaloneWindows:
                {
                    return "Windows";
                }
            case BuildTarget.Android:
                {
                    return "Android";
                }
            case BuildTarget.iOS:
                {
                    return "iOS";
                }
            default:
                {
                    return "";
                }
        }
    }
    #endregion
}

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