关于AssetBundle打包的编辑器扩展

1.public static AssetBundleManifest BuildAssetBundles(string outputPathBuildAssetBundleOptions assetBundleOptionsBuildTarget targetPlatform);

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using  System.Collections;
using  System.Collections.Generic;
using  UnityEditor;
using  UnityEngine;
 
public  class  CreateBundle : MonoBehaviour {
 
     [MenuItem( "CustomEditor/CreateAssetBundleBySpecified" )]
     static  void  CreateAssetBundlesMain() {
 
         AssetBundleBuild[] buildMap =  new  AssetBundleBuild[2];
 
         //======================================================
         buildMap[0].assetBundleName =  "enemybundle" ;
 
         string [] enemyAssets =  new  string [1];
         enemyAssets[0] =  "Assets/Prefabs/Cube0.prefab" ;
         buildMap[0].assetNames = enemyAssets;
         //======================================================
 
         //======================================================
         buildMap[1].assetBundleName =  "herobundle" ;
 
         string [] heroAssets =  new  string [1];
         heroAssets[0] =  "Assets/Prefabs/Cube1.prefab" ;
         buildMap[1].assetNames = heroAssets;
         //======================================================
 
         BuildPipeline.BuildAssetBundles( "Assets/StreamingAssets" , buildMap,BuildAssetBundleOptions.None,BuildTarget.StandaloneWindows64);
 
 
     //刷新编辑器
     AssetDatabase.Refresh();
     }
}

2.public static AssetBundleManifest BuildAssetBundles(string outputPath, AssetBundleBuild[] buildsBuildAssetBundleOptions assetBundleOptionsBuildTarget targetPlatform);

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using  System.Collections;
using  System.Collections.Generic;
using  UnityEngine;
using  UnityEditor;
 
public  class  CreateBundle1 : MonoBehaviour
{
     [MenuItem( "CustomEditor/AllResourcesToTargetFolder" )]
     static  void  AssetsBundleAllResourcesToTargetFolder() {
         BuildPipeline.BuildAssetBundles( "Assets/StreamingAssets" , BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows);
         //刷新编辑器
         AssetDatabase.Refresh();
     }
}

3.对第一种方式的优化,可以根据在Hierarchy中选择指定的对象进行打包

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using  System.Collections;
using  System.Collections.Generic;
using  UnityEngine;
using  UnityEditor;
 
public  class  CreateBundle2 : MonoBehaviour
{
 
     [MenuItem( "CustomEditor/CreateAssetBundleBySelected" )]
     static  void  CreateAssetBundleBySelected()
     {
         //获取选择的需要打包的对象
         Object[] SelectedObjects = Selection.GetFiltered( typeof (Object), SelectionMode.DeepAssets);
 
         AssetBundleBuild[] buildMap =  new  AssetBundleBuild[1];
 
         //======================================================
         buildMap[0].assetBundleName =  "demobundle" ;
 
         string [] demoAssets =  new  string [SelectedObjects.Length];
         for  ( int  i = 0; i < SelectedObjects.Length; i++)
         {
             demoAssets[i] = AssetDatabase.GetAssetPath(SelectedObjects[i]);
         }
 
         buildMap[0].assetNames = demoAssets;
         //======================================================
 
 
         BuildPipeline.BuildAssetBundles( "Assets/StreamingAssets" , buildMap, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64);
 
 
         //刷新编辑器
         AssetDatabase.Refresh();
     }
}

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