新版资源单个循环打包,修改资源名拓展名

[MenuItem("Framework/SetABNameExtenAndBulidResource")]
    static void SetBundleNameBuilResource()
    {
        Object[] selects = Selection.objects;
        AssetBundleBuild[] buildMap = new AssetBundleBuild[selects.Length];
        string[] paths = new string[selects.Length];
        for(int i = 0;i < selects.Length; i++)
        {
            //AssetBundleBuild[] buildMap = new AssetBundleBuild[2];
            paths[i] = AssetDatabase.GetAssetPath(selects[i]);

            AssetImporter asset = AssetImporter.GetAtPath(paths[i]);
            asset.assetBundleName = selects[i].name;
            asset.assetBundleVariant = "unity3d";

            buildMap[i].assetBundleName = selects[i].name;
            buildMap[i].assetBundleVariant = "unity3d";

            string[] enemyAssets = new string[1];
            enemyAssets[0] = paths[i];
            buildMap[i].assetNames = enemyAssets;
        }
        BuildPipeline.BuildAssetBundles("Assets/ABs",buildMap, BuildAssetBundleOptions.None,BuildTarget.WebGL);

        AssetDatabase.Refresh();
    }

 

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