//设置打包AB包方法
static void SetABName(string name, string path)
{
//资源导入
AssetImporter assetImporter = AssetImporter.GetAtPath(path );
if (assetImporter == null)
{
Debug.LogError(“不存在此路径文件” + path);
}
else
{
assetImporter.assetBundleName = name;
}
//把prefab以及其依赖项打包进AB包的方法
static void SetABName(string name, List paths)
{
for (int i = 0; i < paths.Count; i++)
{
SetABName(name, paths[i]);
}
}
//打包AB包
foreach (string name in m_AllFileDir.Keys)
{
SetABName(name, m_AllFileDir[name]);
}
foreach (string name in m_AllPrefabDir.Keys)
{
SetABName(name, m_AllPrefabDir[name]);
}
//清除旧的AB包内容
string[] oldABName = AssetDatabase.GetAllAssetBundleNames();
for (int i = 0; i < oldABName.Length; i++)
{
AssetDatabase.RemoveAssetBundleName(oldABName[i], true);
//进度条
EditorUtility.DisplayProgressBar(“清除AB包名”, “名字:” + oldABName[i], i * 1.0f / oldABName.Length);
}
//清除进度条
EditorUtility.ClearProgressBar();
打包AB包3--(设置AB包)
最新推荐文章于 2024-01-18 18:37:34 发布