【Unity】unity打包下载(参考)

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

/// <summary>
/// 编辑器 打包
/// </summary>
public class BuildAssetBundle
{

    [MenuItem("build/1.create All Scene AssetBundleName")]
    static void clearAssetBundleName()
    {
        string[] files = Directory.GetFiles(Application.dataPath, "*.unity", SearchOption.AllDirectories);
        for (int i = 0; i < files.Length; i++)
        {
            string currentFile = files[i].Replace("\\", "/");
            int startIndex = currentFile.IndexOf("Assets");
            string assetFile = currentFile.Substring(startIndex, currentFile.Length - startIndex);
            string sceneName = Path.GetFileNameWithoutExtension(assetFile);
            AssetImporter ai = AssetImporter.GetAtPath(assetFile);
            ai.assetBundleName = sceneName;
            ai.assetBundleVariant = Main.AB_END;
        }
    }

    [MenuItem("build/2.Build All AssetBundle")]
    static void buildAssetBundle()
    {
        string outPath = Application.streamingAssetsPath + "/AssetBundle";
        if (!Directory.Exists(outPath))
        {
            Directory.CreateDirectory(outPath);
        }
        BuildPipeline.BuildAssetBundles(outPath);
    }

    [MenuItem("build/3.clear All AssetBundle")]
    static void clearAssetBundle()
    {
        string outPath = Application.streamingAssetsPath + "/AssetBundle";
        if (!Directory.Exists(outPath))
        {
            return;
        }

        deleteFileOrFolder(outPath);
        AssetDatabase.Refresh();
    }

    static void deleteFileOrFolder(string fileOrFolder)
    {
        if (Directory.Exists(fileOrFolder))
        {
            string[] allFiles = Directory.GetFiles(fileOrFolder);
            if (allFiles != null)
            {
                for (int i = 0; i < allFiles.Length; i++)
                {
                    deleteFileOrFolder(allFiles[i]);
                }
            }

            string[] allFolders = Directory.GetDirectories(fileOrFolder);
            if (allFolders != null)
            {
                for (int i = 0; i < allFolders.Length; i++)
                {
                    deleteFileOrFolder(allFolders[i]);
                }
            }

            Directory.Delete(fileOrFolder);
        }
        else
        {
            if (File.Exists(fileOrFolder))
            {
                File.Delete(fileOrFolder);
            }
        }
    }
}


using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;

/// <summary>
/// 下载
/// </summary>
public class Main : MonoBehaviour
{

    public const string AB_END = "assetbundle";
    // Use this for initialization
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {

    }

    void OnGUI()
    {
        if (GUILayout.Button("加载a场景"))
        {
            StartCoroutine(loadScene("a"));
        }
    }

    IEnumerator loadScene(string sceneName)
    {
        string fileFullPath = "file://" + Application.streamingAssetsPath + "/AssetBundle/" + sceneName + "." + AB_END;
        WWW www = new WWW(fileFullPath);
        yield return www;
        if (www.error == null)
        {
            AssetBundle abScene = www.assetBundle;
            SceneManager.LoadScene(sceneName);
        }
        else
        {
            Debug.LogError("fileFullPath:" + fileFullPath + " error:" + www.error);
        }
        www.Dispose();
        www = null;
    }
}

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