资源打包为AssetBundle

using System.IO;
using UnityEditor;
using UnityEngine;

public class AssetBundles {
	[MenuItem("Tools/Build AssetBundles")]
	public static void BuildAssetBundles() {
		ClearExitAssetBundleNames();

		Object[] arr = Selection.objects;
		if(arr.Length == 0) {
			Debug.Log("请选中Project视图的文件夹进行打包!");
		}

		for (int i = 0; i < arr.Length; i++) {
			string resPath = Application.dataPath.Substring(0, Application.dataPath.LastIndexOf('/')) + "/" + AssetDatabase.GetAssetPath(arr[i]);
			DirectoryInfo directoryInfo = new DirectoryInfo(resPath);
			string targetPath = Application.streamingAssetsPath + "/AssetBundles/" + directoryInfo.Name + "/AssetBundles";

			SetAssetBundleNames(directoryInfo);
			if (!Directory.Exists(targetPath)) {
				Directory.CreateDirectory(targetPath);
			}

			BuildPipeline.BuildAssetBundles(targetPath, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64);
			ClearExitAssetBundleNames();
			AssetDatabase.Refresh();
		}
	}

	/// <summary>
	/// 文件名即AssetBundle名
	/// </summary>
	/// <param name="directoryInfo"></param>
	private static void SetAssetBundleNames(DirectoryInfo directoryInfo) {
		FileInfo[] fileInfos = directoryInfo.GetFiles();
		foreach(FileInfo fileInfo in fileInfos) {
			if (fileInfo.Extension != ".meta") {
				int index = fileInfo.FullName.IndexOf("Assets");
				string path = fileInfo.FullName.Substring(index);
				AssetImporter importer = AssetImporter.GetAtPath(path);
				importer.assetBundleName = fileInfo.Name.Split('.')[0] + ".ab";
			}
		}

		DirectoryInfo[] directoryInfos = directoryInfo.GetDirectories();
		foreach (DirectoryInfo dir in directoryInfos) {
			SetAssetBundleNames(dir);
		}
	}

	private static void ClearExitAssetBundleNames() {
		string[] names = AssetDatabase.GetAllAssetBundleNames();
		for(int i=0;i<names.Length;i++) {
			AssetDatabase.RemoveAssetBundleName(names[i], true);
		}
	}
}

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