资源打包

AssetBundle资源打包

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

namespace Editor
{
  public static class AssetBundleBuild
  {
    #region 字段
    private static string output;
    #endregion
    
    #region 属性
    private static string OutPut
    {
        get
        {
            if(string.IsNullOrEmpty(output))
            {
                output = "../Assets";
                SetOutput();
            }
            return output;
        }
    } 
    #endregion
    
    #region 方法
    /// <summary>
    /// 打包安卓平台资源包
    /// </summary>
    [MenuItem("Assets/资源/创建资源包/Android")]
    private static void BuildAndroid()
    {
      Build(BuildTarget.Android);
    }
    
    /// <summary>
    /// 打包IOS平台资源包
    /// </summary>
    [MenuItem("Assets/资源/创建资源包/IOS")]
    private static void BuildIOS()
    {
	
    }
    
    private static void Build(BuildTarget target)
    {
        var localTarget = EditorUserBuildSettings.activeBuildTarget;
        if (target != localTarget)
        {
           string msg = string.Format("当前工程设置为:{0},而资源包目标平台是:{1},如果强制打包,所有资源将重新导入目标平台,过程会很慢,继续打包?", localTarget, target);
           if (!EditorUtility.DisplayDialog("", msg, "继续", "取消")) return;
        }
        var output = GetOutput(target);
        if (string.IsNullOrEmpty(output)) return;
        var opts = GetBuildOpts();
        var mf = BuildPipeline.BuildAssetBundles(output, opts, target);
        var str = (mf == null ? "无资源" : "创建完成");
        Debug.LogWarning(str);
        AssetDatabase.Refresh();
    }
    
    private static string GetOutput(BuildTarget target
    {
       string outputFolder = OutPut;
       string outputDir = outputFolder + "/" + GetPlatform(target);
       if (!Directory.Exists(outputDir)) Directory.CreateDirectory(outputDir);
       return outputDir;
    }
    
    /// <summary>
    /// 获取打包设置
    /// </summary>
    /// <returns></returns>
    private static BuildAssetBundleOptions GetBuildOpts()
    {
       var opts = BuildAssetBundleOptions.ForceRebuildAssetBundle;//强制打包    UncompressedAssetBundle 压缩
       return opts;
    }
    /// <summary>
    /// 获取不同平台的对应文件夹
    /// </summary>
    /// <param name="target">平台</param>
    /// <returns></returns>
    public static string GetPlatform(BuildTarget target)
    {
       switch (target)
       {
          case BuildTarget.Android:
               return "Android";
          case BuildTarget.iOS:
               return "iOS";
          case BuildTarget.StandaloneWindows:
          case BuildTarget.StandaloneWindows64:
               return "Windows";
          case BuildTarget.StandaloneOSXIntel:
          case BuildTarget.StandaloneOSXIntel64:
          case BuildTarget.StandaloneOSX:
               return "OSX";
          default:
               return "Other";
       }
    }
        
    private static void SetOutput()
    {
       output = Path.GetFullPath(output);
       output.Replace("\\", "/");
    }
    #endregion
	


  }
}
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