unity在工程中单独打包代码

 遇到打包好的工程,代码里做了一些修改,不想重新打包,可以直接打包代码,替换dll

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


/// <summary>
/// 自定义Build
/// </summary>
public class CustomBuild
{
    [MenuItem("构建/代码构建")]
    public static void BuildScripts()
    {
        var tempOutputPath = $"{Application.dataPath}/../Dlls";
        Directory.CreateDirectory(tempOutputPath);

       ScriptCompilationSettings scriptCompilationSettings = new ScriptCompilationSettings();
        scriptCompilationSettings.group = BuildPipeline.GetBuildTargetGroup(BuildTarget.StandaloneWindows64);
        scriptCompilationSettings.target = BuildTarget.StandaloneWindows64;

        PlayerBuildInterface.CompilePlayerScripts(scriptCompilationSettings, tempOutputPath);
    }
[MenuItem("构建/为所有预制添加AB名称")]
    public static void AddAllAssetBundleName()
    {
        string[] arrStrAudioPath = Directory.GetFiles(Application.dataPath + "/Art/", "*.prefab", SearchOption.AllDirectories);

        for (int i = 0; i < arrStrAudioPath.Length; i++)
        {
            arrStrAudioPath[i] = arrStrAudioPath[i].Substring(Application.dataPath.Length - 6, arrStrAudioPath[i].Length - (Application.dataPath.Length - 6));
            arrStrAudioPath[i] = arrStrAudioPath[i].Replace(@"\", "/");

            var ai = AssetImporter.GetAtPath(arrStrAudioPath[i]);

            if (ai.assetBundleName == string.Empty)
            {
                //QFramework.ResKitAssetsMenu.MarkAB(arrStrAudioPath[i]);
            }
        }
    }
}

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