制作assetbundle是手游的必备技能,作者在这里分享一下自己写的用的工具类
根据当前项目选择的平台,打包对应的资源包,并保存assetsbundle的相关信息进json文件里
可以在tool这里选择打包resource下的资源(代码可以修改为其他目录,已经作为常量,便于修改)
也可以在project面板里选择具体的文件夹右键
那么他就会打包在StreamingAssets里
贴一下代码,主要的类,这个类需要放在Assets/Editor的目录下
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using NUnit.Framework.Constraints;
using UnityEditor;
using UnityEngine;
using LitJson;
public class BuildAssetsBundle : Editor
{
private const string BuildAssetsBundleMenuAll = "Tools/BuildAssetsBundle";
private const string BuildAssetsBundleMenu = "Assets/BuildAssetsBundle";
private static List<string> assetNames = new List<string>();
/// <summary>
/// 打包assetsbundle的源文件的文件夹
/// </summary>
private static string OriginalDirectory = Application.dataPath + "/Resources/";
/// <summary>
/// 打出包的输出文件夹
/// </summary>
private static string OutDirectory = "Assets/StreamingAssets/AssetsBundle/";
private const string ConfigFile = "Assets/StreamingAssets/AssetsBundle/AssetsBundleConfig.Config";
//配置文件json,对应的对象实例
private static AssetsBundleConfig config = null;
#region 打assets包
/// <summary>
/// 打包A