在实际项目中可能会有成千上百个资源需要打包,如果一个一个去设置名称,设置后缀就有点太费事了。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
public class BuilderAssetsBunlds
{
//打包、、、、、、、、、、、、、、、、、、、、、、
[MenuItem("Tools/打包")]
public static void BundlerAssets()
{
// Debug.LogError("打包Assets");
BuildPipeline.BuildAssetBundles(GetOutAssetsDirecotion(), BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows);
}
public static string GetOutAssetsDirecotion()
{
string assetBundleDirectory = Application.streamingAssetsPath;
if (!Directory.Exists(assetBundleDirectory))
{
Directory.CreateDirectory(assetBundleDirectory);
}
return assetBundleDirectory;
}
// 设置资源名称/
[MenuItem("Tools/设置Assetbundle名字")]
public static void SetAssetBundellabls()
{
CheckFileSystemInfo();
}
public static void CheckFileSystemInfo() //检查目标目录下的文件系统
{
AssetDatabase.RemoveUnusedAssetBundleNames(); //移除没有用的assetbundlename
Object obj = Selection.activeObject; // Selection.activeObject 返回选择的物体
string path = AssetDatabase.GetAssetPath(obj);//选中的文件夹
CoutineCheck(path);
}
public static void CheckFileOrDirectory(FileSystemInfo fileSystemInfo, string path) //判断是文件还是文件夹
{
FileInfo fileInfo = fileSystemInfo as FileInfo;
if (fileInfo != null)
{
SetBundleName(path);
}
else
{
CoutineCheck(path);
}
}
public static void CoutineCheck(string path) //是文件夹,继续向下
{
DirectoryInfo directory = new DirectoryInfo(@path);
FileSystemInfo[] fileSystemInfos = directory.GetFileSystemInfos();
foreach (var item in fileSystemInfos)
{
// Debug.Log(item);
int idx = item.ToString().LastIndexOf(@"\");//得到最后一个'\'的索引
string name = item.ToString().Substring(idx + 1);//截取后面的作为名称
if (!name.Contains(".meta"))
{
CheckFileOrDirectory(item, path + "/" + name); //item 文件系统,加相对路径
}
}
}
public static void SetBundleName(string path) //设置assetbundle名字
{
var importer = AssetImporter.GetAtPath(path);
string[] strs = path.Split('.');
string[] dictors = strs[0].Split('/');
string name = "";
for (int i = 1; i < dictors.Length; i++)
{
if (i < dictors.Length - 1)
{
name += dictors[i] + "/";
}
else
{
name += dictors[i];
}
}
if (importer != null)
{
importer.assetBundleVariant = "bytes";
importer.assetBundleName = name;
}
else
Debug.Log("importer是空的");
}
}