具体代码如下 注释代码中都有自行查看
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
public class BuildEditor : EditorWindow
{
#if UNITY_ANDROID
static string m_CurPlatformName = "Android";
#elif UNITY_IOS
static string m_CurPlatformName = "IOS";
#else
static string m_CurPlatformName = "Windows";
#endif
/// <summary>
/// 资源打包路径
/// </summary>
private static string m_OutPath = Application.dataPath + "/GameRes";
/// <summary>
/// 当前选择的平台
/// </summary>
private static BuildTarget m_BuildTarget = EditorUserBuildSettings.activeBuildTarget;
/// <summary>
/// 资源输出路径
/// </summary>
private static string m_BundlePutPath = Application.streamingAssetsPath + "/" + m_CurPlatformName + "/AssetBundles";
/// <summary>
/// 打包列表
/// </summary>
private static List<string> finalFiles = new List<string>();
/// <summary>
/// 打包完成之后生成的Manifest文件
/// </summary>
private static AssetBundleManifest m_Manifest;
/// <summary>
/// 打包
/// </summary>
[MenuItem("Build/Build ab")]
private static void Build()
{
finalFiles.Clear();
//1.清除AssetBundleName
ClearAssetBundleName();
//2.设置AssetBundleName
Pack(m_OutPath);
//3.打包
if (Directory.Exists(m_BundlePutPath)) Directory.Delete(m_BundlePutPath, true);
string tempFilePath = m_BundlePutPath;
Directory.CreateDirectory(m_BundlePutPath);
m_Manifest = BuildPipeline.BuildAssetBundles(m_BundlePutPath, BuildAssetBundleOptions.DeterministicAssetBundle, m_BuildTarget);
if (m_Manifest != null)
{
DeleteManifestFile(m_BundlePutPath);
CreateFileList();
Util.BuildSuccessOrFail("Build AB", "Build Succeed", "OK");
}
else
{
Util.BuildSuccessOrFail("Build AB", "Build Fail", "OK");
}
EditorUtility.ClearProgressBar();
AssetDatabase.Refresh();
Debug.Log("Build Succeed !!!");
}
/// <summary>
/// 清除AssetBundle
/// </summary>
public static void ClearAssetBundleName()
{
string[] strs = AssetDatabase.GetAllAssetBundleNames();
foreach (var bundleName in strs)
{
AssetDatabase.RemoveAssetBundleName(bundleName, true);
}
AssetDatabase.Refresh();
}
/// <summary>
/// 检查文件
/// </summary>
/// <param name="path"></param>
private static void Pack(string path)
{
DirectoryInfo infos = new DirectoryInfo(path);
FileSystemInfo[] files = infos.GetFileSystemInfos();
for (int i = 0; i < files.Length; i++)
{
if (files[i] is DirectoryInfo)
{
Pack(files[i].FullName);
}
else
{
if (!files[i].FullName.EndsWith(".meta"))
{
SetAssetBundleName(files[i].FullName);
}
}
}
}
/// <summary>
/// 删除掉当前路径下所有.Manifest文件
/// </summary>
/// <param name="path"></param>
private static void DeleteManifestFile(string path)
{
DirectoryInfo infos = new DirectoryInfo(path);
FileSystemInfo[] files = infos.GetFileSystemInfos();
for (int i = 0; i < files.Length; i++)
{
if (files[i] is DirectoryInfo)
{
DeleteManifestFile(files[i].FullName);
}
else
{
if (files[i].FullName.EndsWith(".manifest"))
{
File.Delete(files[i].FullName);
}
}
}
}
/// <summary>
/// 设置AssetBundleName
/// </summary>
/// <param name="source"></param>
private static void SetAssetBundleName(string source)
{
string _source = source.Replace(@"\\", "/");
//截取完整路径到Assets/位置获得Assets路径
string _assetPath1 = "Assets" + _source.Substring(Application.dataPath.Length);
//获取Assets/之后的路径 以方便做AssetBunndleName使用
string _assetPath2 = _source.Substring(Application.dataPath.Length + 1);
//获取Assets路径下的文件
AssetImporter assetImporter = AssetImporter.GetAtPath(_assetPath1);
//获取AssetBundleName
string bundleName = _assetPath2;
//获取文件的扩展名并将其替换成.assetbundle
bundleName = bundleName.Replace(Path.GetExtension(bundleName), ".assetbundle");
//设置Bundle名
assetImporter.assetBundleName = bundleName;
//获取每个文件的指定路径并添加到列表里以方便写file文件使用
string newFilePath = m_BundlePutPath + PathUtils.GetRelativePath(source, Application.dataPath, "").ToLower();
string[] strs = newFilePath.Split('.');
finalFiles.Add(strs[0] + ".assetbundle");
}
/// <summary>
/// 生成 file 文件
/// </summary>
static void CreateFileList()
{
//files文件 目标路径
string targetFilePath = m_BundlePutPath + "/files.txt";
//检查是否存在该文件 存在则删除
if (File.Exists(targetFilePath))
File.Delete(targetFilePath);
//统计大小 单位B
long totalFileSize = 0;
FileStream fs = new FileStream(targetFilePath, FileMode.CreateNew);
StreamWriter sw = new StreamWriter(fs);
int count = 0;
string file;
finalFiles.Add(m_BundlePutPath + "/AssetBundles");
File.Delete(m_BundlePutPath + "/AssetBundles.manifest");
m_BundlePutPath = m_BundlePutPath.Replace('\\', '/');
foreach (var files in finalFiles)
{
file = PathUtils.NormalizePath(files);
count++;
Util.UpdateProgress(count, finalFiles.Count + 1, "Createing files.txt");
//文件Hash
string hash = "";
//取到文件路径
string _path = file.Replace(m_BundlePutPath + "/", string.Empty);
FileInfo fi = new FileInfo(file);
if (Path.GetExtension(file) == ".assetbundle")
{
//取到文件在Manifest中引用名字
string abname = file.Replace(m_BundlePutPath + "/", "");
//通过引用名字去Manifest文件中获取到该文件的Hash值
hash = m_Manifest.GetAssetBundleHash(abname).ToString();
}
else
{
hash = Util.md5file(file);
}
totalFileSize += fi.Length;
//将文件信息按行写入到files文件中 路径|Hash|文件大小(单位B)
sw.WriteLine(_path + "|" + hash + "|" + fi.Length);
}
//最后写入总大小(单位B)
sw.WriteLine("" + totalFileSize);
sw.Close();
fs.Close();
}
}
using System;
using System.IO;
using System.Text;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class Util {
/// <summary>
/// 计算文件的MD5值
/// </summary>
public static string md5file(string file)
{
try
{
FileStream fs = new FileStream(file, FileMode.Open);
System.Security.Cryptography.MD5 md5 = new System.Security.Cryptography.MD5CryptoServiceProvider();
byte[] retVal = md5.ComputeHash(fs);
fs.Close();
StringBuilder sb = new StringBuilder();
for (int i = 0; i < retVal.Length; i++)
{
sb.Append(retVal[i].ToString("x2"));
}
return sb.ToString();
}
catch (Exception ex)
{
throw new Exception("md5file() fail, error:" + ex.Message);
}
}
#if UNITY_EDITOR
public static void BuildSuccessOrFail(string tittle,string message,string okmsg)
{
EditorUtility.DisplayDialog(tittle, message, okmsg);
}
/// <summary>
/// Updates the progress.更新进度跳
/// </summary>
public static void UpdateProgress(int progress, int progressMax, string desc)
{
string title = "Processing...[" + progress + " - " + progressMax + "]";
float value = (float)progress / (float)progressMax;
EditorUtility.DisplayProgressBar(title, desc, value);
}
#endif
}
using System.Collections.Generic;
using System.IO;
using UnityEngine;
/// <summary>
/// Path utils.路径工具类
/// </summary>
public class PathUtils {
/// <summary>
/// 根据一个绝对路径 获得这个资源的assetbundle name
/// </summary>
/// <param name="path"></param>
/// <param name="root">资源文件夹的根目录</param>
/// <returns></returns>
public static string GetAssetBundleNameWithPath(string path,string root)
{
string str = NormalizePath(path );
str = ReplaceFirst(str, root + "/", "");
return str;
}
/// <summary>
/// 获取文件夹的所有文件,包括子文件夹 不包含.meta文件
/// </summary>
/// <returns>The files.</returns>
/// <param name="path">Path.</param>
public static FileInfo[] GetFiles(string path)
{
DirectoryInfo folder = new DirectoryInfo(path);
DirectoryInfo[] subFolders = folder.GetDirectories();
List<FileInfo> filesList = new List<FileInfo>();
foreach (DirectoryInfo subFolder in subFolders)
{
filesList.AddRange(GetFiles(subFolder.FullName));
}
FileInfo[] files = folder.GetFiles();
foreach (FileInfo file in files)
{
if (file.Extension != ".meta")
{
filesList.Add(file);
}
}
return filesList.ToArray();
}
/// <summary>
/// 获取文件夹的所有文件路径,包括子文件夹 不包含.meta文件
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
public static string[] GetFilesPath(string path)
{
DirectoryInfo folder = new DirectoryInfo(path);
DirectoryInfo[] subFolders = folder.GetDirectories();
List<string> filesList = new List<string>();
foreach (DirectoryInfo subFolder in subFolders)
{
filesList.AddRange(GetFilesPath(subFolder.FullName));
}
FileInfo[] files = folder.GetFiles();
foreach (FileInfo file in files)
{
if (file.Extension != ".meta")
{
filesList.Add(NormalizePath(file.FullName));
}
}
return filesList.ToArray();
}
/// <summary>
/// 创建文件目录前的文件夹,保证创建文件的时候不会出现文件夹不存在的情况
/// </summary>
/// <param name="path"></param>
public static void CreateFolderByFilePath(string path)
{
FileInfo fi = new FileInfo(path);
DirectoryInfo dir = fi.Directory;
if (!dir.Exists)
{
dir.Create();
}
}
/// <summary>
/// 创建文件夹
/// </summary>
/// <param name="path"></param>
public static void CreateFolder(string path)
{
DirectoryInfo dir = new DirectoryInfo(path);
if (!dir.Exists)
{
dir.Create();
}
}
/// <summary>
/// Deletes the file.删除文件
/// </summary>
/// <param name="path">Path.</param>
public static void DeleteFile(string path)
{
if (File.Exists(path)) File.Delete(path);
}
/// <summary>
/// 规范化路径名称 修正路径中的正反斜杠
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
public static string NormalizePath(string path)
{
return path.Replace(@"\", "/");
}
/// <summary>
/// //将绝对路径转成工作空间内的相对路径
/// </summary>
/// <param name="fullPath"></param>
/// <returns></returns>
public static string GetRelativePath(string fullPath,string root,string insert = "Assets")
{
string path = NormalizePath(fullPath);
path = ReplaceFirst(path, root, insert);
return path;
}
/// <summary>
/// 将相对路径转成绝对路径
/// </summary>
/// <param name="relativePath"></param>
/// <returns></returns>
public static string GetAbsolutelyPath(string relativePath,string root)
{
string path = NormalizePath(relativePath);
path = ReplaceFirst(root, "Assets", "") + path;
return path;
}
/// <summary>
/// 替换掉第一个遇到的指定字符串
/// </summary>
/// <param name="str"></param>
/// <param name="oldValue"></param>
/// <param name="newValue"></param>
/// <returns></returns>
public static string ReplaceFirst(string str, string oldValue, string newValue)
{
int i = str.IndexOf(oldValue);
str = str.Remove(i, oldValue.Length);
str = str.Insert(i, newValue);
return str;
}
/// <summary>
/// Copies the folder to.从一个目录将其内容复制到另一目录
/// </summary>
/// <param name="directorySource">Directory source.</param>
/// <param name="directoryTarget">Directory target.</param>
public static void CopyFolderTo(string directorySource, string directoryTarget)
{
//检查是否存在目的目录
if (!Directory.Exists(directoryTarget))
{
Directory.CreateDirectory(directoryTarget);
}
//先来复制文件
DirectoryInfo directoryInfo = new DirectoryInfo(directorySource);
FileInfo[] files = directoryInfo.GetFiles();
//复制所有文件
foreach (FileInfo file in files)
{
file.CopyTo(Path.Combine(directoryTarget, file.Name));
}
//最后复制目录
DirectoryInfo[] directoryInfoArray = directoryInfo.GetDirectories();
foreach (DirectoryInfo dir in directoryInfoArray)
{
CopyFolderTo(Path.Combine(directorySource, dir.Name), Path.Combine(directoryTarget, dir.Name));
}
}
/// <summary>
/// Creates the stream dir.创建路径
/// </summary>
/// <returns>The stream dir.</returns>
/// <param name="dir">Dir.</param>
public static string CreateStreamDir(string dir)
{
string path = Application.streamingAssetsPath + "/" + dir;
if (!File.Exists(path))
{
Directory.CreateDirectory(path);
}
return path;
}
/// <summary>
/// Gets all dirs.获取文件路径
/// </summary>
/// <param name="dir">Dir.</param>
/// <param name="list">List.</param>
public static void GetAllDirs(string dir, List<string> list)
{
string[] dirs = Directory.GetDirectories(dir);
list.AddRange(dirs);
for (int i = 0; i < dirs.Length; i++)
{
GetAllDirs(dirs[i], list);
}
}
}