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Unity5自动命名Assetbundle并打包

2016-03-24 11:05 405 查看
http://www.shihuanjue.com/?p=57

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;

/// <summary>
/// 把Resource下的资源打包成.unity3d 到StreamingAssets目录下
/// </summary>
public class Builder : Editor
{
public static string sourcePath = Application.dataPath + "/Resources";
const string AssetBundlesOutputPath = "Assets/StreamingAssets";

[MenuItem("Tools/AssetBundle/Build")]
public static void BuildAssetBundle()
{
ClearAssetBundlesName ();

Pack (sourcePath);

string outputPath = Path.Combine (AssetBundlesOutputPath,Platform.GetPlatformFolder(EditorUserBuildSettings.activeBuildTarget));
if (!Directory.Exists (outputPath))
{
Directory.CreateDirectory(outputPath);
}

//根据BuildSetting里面所激活的平台进行打包
BuildPipeline.BuildAssetBundles (outputPath,0,EditorUserBuildSettings.activeBuildTarget);

AssetDatabase.Refresh ();

Debug.Log ("打包完成");

}

/// <summary>
/// 清除之前设置过的AssetBundleName,避免产生不必要的资源也打包
/// 之前说过,只要设置了AssetBundleName的,都会进行打包,不论在什么目录下
/// </summary>
static void ClearAssetBundlesName()
{
int length = AssetDatabase.GetAllAssetBundleNames ().Length;
Debug.Log (length);
string[] oldAssetBundleNames = new string[length];
for (int i = 0; i < length; i++)
{
oldAssetBundleNames[i] = AssetDatabase.GetAllAssetBundleNames()[i];
}

for (int j = 0; j < oldAssetBundleNames.Length; j++)
{
AssetDatabase.RemoveAssetBundleName(oldAssetBundleNames[j],true);
}
length = AssetDatabase.GetAllAssetBundleNames ().Length;
Debug.Log (length);
}

static void Pack(string source)
{
DirectoryInfo folder = new DirectoryInfo (source);
FileSystemInfo[] files = folder.GetFileSystemInfos ();
int length = files.Length;
for (int i = 0; i < length; i++) {
if(files[i] is DirectoryInfo)
{
Pack(files[i].FullName);
}
else
{
if(!files[i].Name.EndsWith(".meta"))
{
file (files[i].FullName);
}
}
}
}

static void file(string source)
{
string _source = Replace (source);
string _assetPath = "Assets" + _source.Substring (Application.dataPath.Length);
string _assetPath2 = _source.Substring (Application.dataPath.Length + 1);
//Debug.Log (_assetPath);

//在代码中给资源设置AssetBundleName
AssetImporter assetImporter = AssetImporter.GetAtPath (_assetPath);
string assetName = _assetPath2.Substring (_assetPath2.IndexOf("/") + 1);
assetName = assetName.Replace(Path.GetExtension(assetName),".unity3d");
//Debug.Log (assetName);
assetImporter.assetBundleName = assetName;
}

static string Replace(string s)
{
return s.Replace("\\","/");
}
}

public class Platform
{
public static string GetPlatformFolder(BuildTarget target)
{
switch (target)
{
case BuildTarget.Android:
return "Android";
case BuildTarget.iOS:
return "IOS";
case BuildTarget.WebPlayer:
return "WebPlayer";
case BuildTarget.StandaloneWindows:
case BuildTarget.StandaloneWindows64:
return "Windows";
case BuildTarget.StandaloneOSXIntel:
case BuildTarget.StandaloneOSXIntel64:
case BuildTarget.StandaloneOSXUniversal:
return "OSX";
default:
return null;
}
}
}
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