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【小松教你手游开发】【unity系统模块开发】Unity5.5.2UI打包AssetBundle

2018-03-10 20:22 716 查看
之前已经有几篇文章写打包AssetBundle,但毕竟没有实际在项目中写过都写的比较浅。

刚好最近项目更新Unity5.5.2就顺便由我来更新ui打包流程

这里就把这次的经验写一下

这里还是稍微解释一下打包的基本目的:

打包ui就是把你做的界面打包出来成assetbundle包,讲道理你就把每个界面打成bundle包在游戏中你就可以直接加载来用,但是这样子的话你的每个bundle包就会非常的大,为什么呢,是因为这样子每个界面的bundle包里都包含这个界面用到的字体,贴图atlas,texture,shader还可以有你自己使用的动态组件。

这样子你的同一份资源都复制了很多份出来。

当然不能这样子做

所以我们就需要把这些atlas,font给剥离开来独立打包

不过新的打包方式让我们不用再手动剥离开来这些东西,也就是没有了剥离之后要重新引用的烦恼。

所要做的事就是把需要打包的东西改一改它的AssetBudnle名再一起build就好了

总的来说,就是把一个ui界面的下的atlas,font,texture,component记录下来,

通过修改这个ui.prefab,atlas,font,texture,compoent的预制件的bundle名,最后调一下打包函数就可以了

(有的项目texutre和shader是有自己写的管理类来加载,需要把引用置空的,这时候就需要实例ui.prefab,并把引用赋空,拷贝一份到另外一个文件夹中)

上一篇ui打包文章

http://blog.csdn.net/chrisfxs/article/details/55046339

而这次的流程是

1.清理数据,建立文件夹

2.遍历所有文件夹下的ui界面prefab

3.遍历所有prefab下的compoent(动态组件)

4.找出所有的资源(如atlas,font)用个list记录下来

5.修改这些资源和这个ui.prefab的assetbundle名

6.build

补充一点!

游戏加载assetbundle的时候要先加载atlas,font这些资源,最后加载ui资源

这样才能保证引用没有丢失

下面是代码

//#if UNITY_5_MODE
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using UnityEditor.SceneManagement;
using UnityEngine.SceneManagement;
using System.IO;

public class BuildAssetbundle
{
public static string m_destFileName = "Assetbundle";

#if UNITY_ANDROID
public static string PlatformExtension = ".android";
public static string Extension = ".x.android";
public static BuildTarget Target = BuildTarget.Android;
public static string ASSETBUNDLE_PATH = Application.dataPath + "/../AndroidResources/StreamingAssets";
public static string FULL_ASSETBUNDLE_PATH = ASSETBUNDLE_PATH + "/" + m_destFileName;
#elif UNITY_IOS
public static string PlatformExtension = ".ios";
public static string Extension  = ".x.ios";
public static BuildTarget Target = BuildTarget.iOS;
public static string ASSETBUNDLE_PATH = Application.dataPath + "/../IosResources/StreamingAssets";
#endif

#if BUILD_UI
//需要打包的资源
public static List<UIFont> fontList = new List<UIFont>();
public static List<UIAtlas> atlasList = new List<UIAtlas>();
public static List<GameObject> componentList = new List<GameObject>();
public static List<GameObject> panelList = new List<GameObject>();

public static void BuildOnePanel()
{
ClearAllBundleName();
CleanTempData();

GameObject[] selectGameObjects = Selection.gameObjects;
UnityEngine.Object selectFloder = Selection.activeObject;
if (selectGameObjects != null && selectGameObjects.Length != 0)
{
foreach (GameObject selGb in selectGameObjects)
{
string selGbPath = AssetDatabase.GetAssetPath(selGb);
if (selGbPath.StartsWith(BuildUtils.PANEL_ASSET_PATH))
{
if (selGbPath.EndsWith(BuildUtils.PREFAB_SUFFIX))
{
GameObject uiInstance = PrefabUtility.InstantiatePrefab(selGb) as GameObject;
CheckComponent(uiInstance);
FindRefrence(uiInstance.transform);

string prefabPath = BuildUtils.TEMP_PANEL_PREFAB_PATH + "/" + uiInstance.name + BuildUtils.PREFAB_SUFFIX;
PrefabUtility.CreatePrefab(prefabPath, uiInstance);
GameObject prefabAsset = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;
panelList.Add(prefabAsset);

UnityEngine.Object.DestroyImmediate(uiInstance);
}
else
{
Debug.LogWarning("选择的资源 " + selGb.name + " 不是界面Prefab!");
}
}
else
{
Debug.LogWarning("只能打包放在 " + BuildUtils.PANEL_ASSET_PATH + " 下面的界面Prefab");
}
}
StartBuildGameObjects();

BuildUtils.DeleteFileWithSuffixs(ASSETBUNDLE_PATH, new string[]{".manifest",""}, true, false);
ShowBundleFolder();
EditorUtility.DisplayDialog("提示", "打包完成!", "确定");
}
else
{
Debug.LogWarning("只能对 " + BuildUtils.PANEL_ASSET_PATH + " 下面的UI使用!");
}
}

public static void BuildAllPanel(bool hint)
{
ClearAllBundleName();

if (!hint || EditorUtility.DisplayDialog("提示", "确定打包 " + BuildUtils.PANEL_ASSET_PATH + " 下所有界面?", "确定", "取消"))
{
CleanTempData();

string[] files = Directory.GetFiles(BuildUtils.PANEL_ASSET_PATH);
if (files.Length != 0)
{
foreach (string file in files)
{
if (file.EndsWith(BuildUtils.PREFAB_SUFFIX))
{
GameObject uiInstance = PrefabUtility.InstantiatePrefab(AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(file)) as GameObject;
string ui_panel_prefab_name = Path.GetFileNameWithoutExtension(file);
CheckComponent(uiInstance);
FindRefrence(uiInstance.transform);

string prefabPath = BuildUtils.TEMP_PANEL_PREFAB_PATH + "/" + uiInstance.name + BuildUtils.PREFAB_SUFFIX;
PrefabUtility.CreatePrefab(prefabPath, uiInstance);
GameObject prefabAsset = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;
panelList.Add(prefabAsset);

UnityEngine.Object.DestroyImmediate(uiInstance);
}
}

StartBuildGameObjects();
BuildUtils.DeleteFileWithSuffixs(ASSETBUNDLE_PATH, new string[]{".manifest",""}, true, false);
}
if (hint)
{
ShowBundleFolder();
EditorUtility.DisplayDialog("提示", BuildUtils.PANEL_ASSET_PATH + " 下的界面界面全部打包完成!", "确定");
}
}
}

/// <summary>
/// 对每一个要打包的Prefab保存组件信息,找出Atlas、Font等//
/// </summary>
/// <param name="com">COM.</param>
static void FindRefrence(Transform com)
{
PrefabHierarchyInfo info = com.gameObject.AddComponent<PrefabHierarchyInfo>();
info.transforms = com.gameObject.GetComponentsInChildren<Transform>(true);
info.myuianchors = com.gameObject.GetComponentsInChildren<MyUIAnchor>(true);
UILabel[] uilabels = com.gameObject.GetComponentsInChildren<UILabel>(true);
UISprite[] uisprites = com.gameObject.GetComponentsInChildren<UISprite>(true);
UITexture[] uitextures = com.gameObject.GetComponentsInChildren<UITexture>(true);

foreach (UILabel lab in uilabels)
{
UIFont font = lab.bitmapFont;
if (font == null)
{
Debug.LogWarning(com.gameObject.name + " 下出现未使用UIFont或者没有知道字体的UIlabel, " + lab.gameObject.name);
continue;
}

string uifontPath = AssetDatabase.GetAssetPath(font);
if (!uifontPath.StartsWith(BuildUtils.UIFONT_PREFAB_PATH))
Debug.LogWarning("使用了没有放在" + BuildUtils.UIFONT_PREFAB_PATH + " 目录下的UIFont:" + uifontPath);

if (!fontList.Contains(font))
{
fontList.Add(font);
}

lab.text = "";
}
foreach (UISprite sp in uisprites)
{
UIAtlas atlas = sp.atlas;

if (atlas == null)
continue;

string atlasPath = AssetDatabase.GetAssetPath(atlas);
if (!atlasPath.StartsWith(BuildUtils.ATLAS_PREFAB_PATH))
Debug.LogWarning("使用了未放在" + BuildUtils.ATLAS_PREFAB_PATH + "目录下的Atlas:" + atlasPath);

sp.RecordAtlasName = atlas.name;

if (!atlasList.Contains(atlas))
atlasList.Add(atlas);
}

foreach (UITexture t in uitextures)
{
t.mainTexture = null;
t.shader = null;
}

com.parent = null;
}

/// <summary>
/// 对找出的需要打包资源打包//
/// </summary>
private static void StartBuildGameObjects()
{
EditorUtility.UnloadUnusedAssetsImmediate();

AssetbundleCommonFun.SetAssetBundlesName<UIFont>(fontList, Extension, false);
AssetbundleCommonFun.SetAssetBundlesName<UIAtlas>(atlasList, Extension, false);
AssetbundleCommonFun.SetAssetBundlesName<GameObject>(componentList, Extension, false);
AssetbundleCommonFun.SetAssetBundlesName<GameObject>(panelList, Extension, false);

AssetDatabase.Refresh();
BuildAll();

CleanTempData();
ClearAllBundleName();

}

//在一次打包过程中,出现过的Component,检测多个Panel里面的(DynamicComponent)重名//
static List<string> componentNames = new List<string>();
//支持无限深度的Component嵌套
static void CheckComponent(GameObject go)
{
string prefabPath = "";
Dictionary<uint, List<Transform>> allComponent = new Dictionary<uint, List<Transform>>();
FindComponents(go.transform, 0, ref allComponent);
uint[] indexs = new uint[allComponent.Keys.Count];
allComponent.Keys.CopyTo(indexs, 0);
System.Array.Sort(indexs);
for (int i = indexs.Length - 1; i >= 0; i--)
{
foreach (Transform com in allComponent[indexs[i]])
{
FindRefrence(com);

prefabPath = BuildUtils.TEMP_COMPONENT_PREFAB_PATH + "/" + com.name + BuildUtils.PREFAB_SUFFIX;
PrefabUtility.CreatePrefab(prefabPath, com.gameObject);
GameObject prefabAsset = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;
componentList.Add(prefabAsset);
}
}

for (int i = indexs.Length - 1; i >= 0; i--)
{
foreach (Transform com in allComponent[indexs[i]])
{
UnityEngine.Object.DestroyImmediate(com.gameObject);

}
}
}

/// <summary>
/// 递归寻找动态组件//
/// </summary>
/// <param name="tf">Tf.</param>
/// <param name="index">Index.</param>
/// <param name="dict">Dict.</param>
static void FindComponents(Transform tf, uint index, ref Dictionary<uint, List<Transform>> dict)
{
if (tf.name.Contains("(DynamicComponent)"))
{
foreach (Transform sonTf in tf)
{
if (componentNames.Contains(sonTf.name))
{
UnityEngine.Debug.LogError(tf.name + " 子物体中出现同名的动态组件 " + sonTf.name);
UnityEngine.Object.DestroyImmediate(sonTf);
continue;
}
if (!sonTf.name.Contains("(DynamicComponent)"))
{
componentNames.Add(sonTf.name);
if (!dict.ContainsKey(index))
dict.Add(index, new List<Transform>());
dict[index].Add(sonTf);
if (sonTf.childCount > 0)
FindComponents(sonTf, index + 1, ref dict);
}
else
{
if (sonTf.childCount > 0)
FindComponents(sonTf, index + 1, ref dict);
}
}
}
else {
foreach (Transform sonTf in tf)
{
if (sonTf.childCount > 0)
FindComponents(sonTf, index + 1, ref dict);
}
}
}

static void CleanTempData()
{
fontList.Clear();
atlasList.Clear();
componentList.Clear();
componentNames.Clear();
}
#endif

#region tools
static void BuildAll()
{
EditorUtility.ClearProgressBar();

AssetbundleCommonFun.CreatePath(ASSETBUNDLE_PATH + "/Assetbundle");
BuildPipeline.BuildAssetBundles(ASSETBUNDLE_PATH + "/Assetbundle", BuildAssetBundleOptions.ChunkBasedCompression, Target);

}

//[MenuItem("[AssetBundles]/Build Bundles Independent")]
static void BuildBundlesIndependent()
{
List<Object> list = new List<Object>();
list.AddRange(Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets));

int count = list.Count;
string temp_path;
List<string> pathList = new List<string>();

foreach (Object o in list)
{
if (o == null)
{
continue;
}

AssetbundleCommonFun.ChangeTextureFormat(o);
temp_path = AssetDatabase.GetAssetPath(o);
if (!pathList.Contains(temp_path))
{
pathList.Add(temp_path);
}
}

BuildIndependent(pathList);
}

static void BuildIndependent(List<string> pathList)
{
string OutPutFolder = ASSETBUNDLE_PATH + "/Assetbundle";
AssetbundleCommonFun.CreatePath(OutPutFolder);
AssetBundleBuild temp_build;
List<AssetBundleBuild> abbs = new List<AssetBundleBuild>();

int count = pathList.Count;
int index = 0;

foreach (string item in pathList)
{
if (item == null)
{
index++;
continue;
}

EditorUtility.DisplayProgressBar("Build Bundles Independent", item, (float)index / (float)count);

if (!string.IsNullOrEmpty(item))
{
temp_build = new AssetBundleBuild();
temp_build.assetBundleName = AssetbundleCommonFun.GetBundleName(item, Extension);
temp_build.assetNames = new string[] { item };
abbs.Add(temp_build);
}

index++;
}

BuildPipeline.BuildAssetBundles(OutPutFolder, abbs.ToArray(), BuildAssetBundleOptions.ChunkBasedCompression, Target);

string mainConfigPath = OutPutFolder + "/" + Path.GetFileName(OutPutFolder);
if (File.Exists(mainConfigPath))
{
File.Delete(mainConfigPath);
}

AssetbundleCommonFun.ExportModifyFilesInfo(ASSETBUNDLE_PATH + "/Assetbundle");

EditorUtility.ClearProgressBar();
EditorUtility.DisplayDialog("提示", "操作结束", "OK");
}

//[@MenuItem("[AssetBundles]/Set Name for self")]     此功能不开放
static void SetNameForSelf()
{
List<Object> list = new List<Object>();
list.AddRange(Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets));
int count = list.Count;
int index = 0;
foreach (Object o in list)
{
if (o == null)
{
index++;
continue;
}

string path = AssetDatabase.GetAssetPath(o);

AssetbundleCommonFun.SetBundleName(path, Extension);

index++;
EditorUtility.DisplayProgressBar("Set Assetbundle Name", path, (float)index / (float)count);
}

EditorUtility.ClearProgressBar();
EditorUtility.DisplayDialog("提示", "操作结束", "OK");
}

//[@MenuItem("[AssetBundles]/Set Assetbundle Name")]     此功能不开放
static void SetName()
{
List<Object> list = new List<Object>();
list.AddRange(Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets));
int count = list.Count;
int index = 0;
foreach (Object o in list)
{
if (o == null)
{
index++;
continue;
}

string path = AssetDatabase.GetAssetPath(o);

AssetbundleCommonFun.SetBundleName(path, Extension);

index++;
EditorUtility.DisplayProgressBar("Set Assetbundle Name", path, (float)index / (float)count);
}

EditorUtility.ClearProgressBar();
//EditorUtility.DisplayDialog("提示", "操作结束", "OK");
}

//[@MenuItem("[AssetBundles]/Clear Selected AssetbundleName")]
static void ClearName()
{
List<Object> list = new List<Object>();
list.AddRange(Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets));
int count = list.Count;
int index = 0;
foreach (Object o in list)
{
if (o == null)
{
index++;
continue;
}

string path = AssetDatabase.GetAssetPath(o);

AssetbundleCommonFun.SetBundleName(path, "", true);

//AssetbundleCommonFun.SetDependenciesName(path, "", false, true);

index++;
EditorUtility.DisplayProgressBar("Clear Assetbundle Name", path, (float)index / (float)count);
}

EditorUtility.ClearProgressBar();
//EditorUtility.DisplayDialog("提示", "操作结束", "OK");
}

//[@MenuItem("[AssetBundles]/Clear All AssetbundleNames")]
static void ClearAllBundleName()
{
string[] allBundleNames = AssetDatabase.GetAllAssetBundleNames();
List<string> hasBundleNameAssets = new List<string>();
foreach (string n in allBundleNames)
{
foreach (string p in AssetDatabase.GetAssetPathsFromAssetBundle(n))
{
hasBundleNameAssets.Add(p);
}
}
float idx = 0f;
foreach (string asset in hasBundleNameAssets)
{
AssetbundleCommonFun.SetBundleName(asset, "", true);
EditorUtility.DisplayProgressBar("清除所有Bundle名称", "当前处理文件:" + Path.GetFileName(asset), idx++ / hasBundleNameAssets.Count);
}
EditorUtility.ClearProgressBar();
AssetDatabase.RemoveUnusedAssetBundleNames();
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
//EditorUtility.DisplayDialog("提示", "操作结束", "OK");
}

/// <summary>
/// 显示Bundle文件夹//
/// </summary>
static void ShowBundleFolder()
{
string path = FULL_ASSETBUNDLE_PATH +"/assets";
path = path.Replace("/", "\\");
Debug.Log(path);
System.Diagnostics.Process.Start("explorer.exe", "/select," + path);
}
#endregion
}
//#endif

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

public class AssetbundleCommonFun
{
#if UNITY_ANDROID
private static string strLocalFileName = "Android_LocalFilesInfo.asset";
#elif UNITY_IOS
private static string strLocalFileName = "Ios_LocalFilesInfo.asset";
#endif

private static List<string> componentList = new List<string>();
static AssetImporter m_importer = null;

public static void ClearAllBundleName()
{
string[] allBundleNames = AssetDatabase.GetAllAssetBundleNames();
List<string> hasBundleNameAssets = new List<string>();
foreach (string n in allBundleNames)
{
foreach (string p in AssetDatabase.GetAssetPathsFromAssetBundle(n))
{
hasBundleNameAssets.Add(p);
}
}
float idx = 0f;
foreach (string asset in hasBundleNameAssets)
{
SetBundleName(asset, "", false);
EditorUtility.DisplayProgressBar("清除所有Bundle名称", "当前处理文件:" + Path.GetFileName(asset), idx++ / hasBundleNameAssets.Count);
}
EditorUtility.ClearProgressBar();
AssetDatabase.RemoveUnusedAssetBundleNames();
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
}

public static void CreatePath(string path)
{
string NewPath = path.Replace("\\", "/");

string[] strs = NewPath.Split('/');
string p = "";

for (int i = 0; i < strs.Length; ++i)
{
p += strs[i];

if (i != strs.Length - 1)
{
p += "/";
}

if (!Path.HasExtension(p))
{
if (!Directory.Exists(p))
Directory.CreateDirectory(p);
}

}
}

public static string SetBundleName(string path, string name, bool isForce = false)
{
if (!isForce)
{
if (Directory.Exists(path))
{
return null;
}
}

string dictName = Path.GetDirectoryName(path);
string fileName = Path.GetFileNameWithoutExtension(path);
string extension = Path.GetExtension(path);

dictName = dictName.Replace("UIResources_temp", "UIResources");

if (!isForce)
{
if (extension.Equals(".dll") || extension.Equals(".cs") || extension.Equals(".js") || (name != "" && fileName.Contains("atlas") && !extension.Equals(".prefab")))
{
return null;
}
}

m_importer = AssetImporter.GetAtPath(path);

if (name != "")
{
m_importer.assetBundleName = dictName + "/" + fileName + name;
}
else
{
m_importer.assetBundleName = "";
}
AssetDatabase.Refresh();

return m_importer.assetBundleName;
}

public static string GetBundleName(string path, string name, bool isForce = false)
{
string retBundleName = null;

if (!isForce)
{
if (Directory.Exists(path))
{
return retBundleName;
}
}

string dictName = Path.GetDirectoryName(path);
string fileName = Path.GetFileNameWithoutExtension(path);
string extension = Path.GetExtension(path);

if (!isForce)
{
if (extension.Equals(".dll") || extension.Equals(".cs") || extension.Equals(".js") || (name != "" && fileName.Contains("atlas") && !extension.Equals(".prefab")))
{
return null;
}
}

if (name != "")
{
retBundleName = dictName + "/" + fileName + name;

//Object tex = AssetDatabase.LoadAssetAtPath(path, typeof(Object));

//if (tex is Texture2D)
//{
//    SetTexture(tex as Texture2D);
//}
}

Debug.Log("Asset name: " + fileName);

AssetDatabase.Refresh();

return retBundleName;
}

static void FindComponents(Transform tf, uint index, ref Dictionary<uint, List<Transform>> dict)
{
if (tf.name.Contains("(DynamicComponent)"))
{
foreach (Transform sonTf in tf)
{
if (componentList.Contains(sonTf.name))
{
Debug.LogWarning("same name component...");
UnityEngine.Object.DestroyImmediate(sonTf);
continue;
}
if (!sonTf.name.Contains("(DynamicComponent)"))
{
Debug.Log("找到组件" + sonTf.name + "深度" + index);
componentList.Add(sonTf.name);
if (!dict.ContainsKey(index))
dict.Add(index, new List<Transform>());
dict[index].Add(sonTf);
if (sonTf.childCount > 0)
FindComponents(sonTf, index + 1, ref dict);
}
else
{
if (sonTf.childCount > 0)
FindComponents(sonTf, index + 1, ref dict);
}
}
}
else
{
foreach (Transform sonTf in tf)
{
if (sonTf.childCount > 0)
FindComponents(sonTf, index + 1, ref dict);
}
}
}

public static void SetTexture(Texture2D tex)
{
string path = AssetDatabase.GetAssetPath(tex);
TextureImporter importer = AssetImporter.GetAtPath(path) as TextureImporter;

if (importer != null)
{
if (!(importer.textureType == TextureImporterType.NormalMap || importer.normalmap))
importer.mipmapEnabled = false;
importer.npotScale = TextureImporterNPOTScale.ToNearest;
importer.textureType = TextureImporterType.Default;
importer.spriteImportMode = SpriteImportMode.None;
importer.isReadable = false;

if (path.Contains("_alpha8"))
{
importer.textureFormat = TextureImporterFormat.Alpha8;
}
else
{
importer.textureFormat = SetTextureFormat(tex, importer);
}
importer.maxTextureSize = 8192;

AssetDatabase.ImportAsset(path);
}
}

static TextureImporterFormat SetTextureFormat(Texture t, TextureImporter importer)
{
TextureImporterFormat TextureFormat;
#if UNITY_IPHONE
if (fun(t.width) && fun(t.height))
{
if (importer.DoesSourceTextureHaveAlpha())
{
TextureFormat = TextureImporterFormat.PVRTC_RGBA4;
}
else
{
TextureFormat = TextureImporterFormat.PVRTC_RGB4;
}
}
else
{
TextureFormat = TextureImporterFormat.ETC2_RGBA8;

}

#elif UNITY_ANDROID
if (fun(t.width) && fun(t.height))
{
if (importer.DoesSourceTextureHaveAlpha())
{
//importer.alphaIsTransparency = true;
TextureFormat = TextureImporterFormat.ETC2_RGBA8;
}
else
TextureFormat = TextureImporterFormat.ETC_RGB4;
}
else {
if (importer.DoesSourceTextureHaveAlpha())
{
//importer.alphaIsTransparency = true;
TextureFormat = TextureImporterFormat.RGBA16;
}
else
TextureFormat = TextureImporterFormat.RGB16;
Debug.LogWarning("Texture " + t.name + " 尺寸不为2的幂次方,无法使用ETC压缩,当前使用 " + TextureFormat.ToString());
}
#else
TextureFormat = TextureImporterFormat.RGBA32;
#endif
return TextureFormat;
}

static bool fun(int v)
{
bool flag = false;
if ((v > 0) && (v & (v - 1)) == 0)
flag = true;
return flag;
}

public static void ExportModifyFilesInfo(string path)
{
string extension = "";
string[] retFils = Directory.GetFiles(path, "*.manifest", SearchOption.AllDirectories);
//LocalFilesInfo filesInfo = ScriptableObject.CreateInstance<LocalFilesInfo>();

foreach (var item in retFils)
{
File.Delete(item);
}
}

private static void FileCopy(string sourceFileName, string destFileName)
{
string dictName = Path.GetDirectoryName(destFileName);

CreatePath(dictName);

File.Copy(sourceFileName, destFileName);
}

private static string GetMD5HashFromFile(string fileName)
{
try
{
FileStream file = new FileStream(fileName, FileMode.Open);
System.Security.Cryptography.MD5 md5 = new System.Security.Cryptography.MD5CryptoServiceProvider();
byte[] retVal = md5.ComputeHash(file);
file.Close();

StringBuilder sb = new StringBuilder();
for (int i = 0; i < retVal.Length; i++)
{
sb.Append(retVal[i].ToString("x2"));
}
return sb.ToString();
}
catch (System.Exception ex)
{
throw new System.Exception("GetMD5HashFromFile() fail, error:" + ex.Message);
}
}

public static void ChangeTextureFormat(Object obj)
{
Object[] dependObjects;
dependObjects = EditorUtility.CollectDependencies(new Object[] { obj });

foreach (Object val in dependObjects)
{
if (val is Texture2D)
{
SetTexture(val as Texture2D);
}
}

AssetDatabase.Refresh();
}

public static void SetAssetBundlesName<T>(List<T> list, string Extension, bool needRefresh) where T : Object
{
for (int i = 0; i < list.Count; i++)
{
SetAssetBundleName(list[i], Extension, needRefresh);
}
}

public static void SetAssetBundleName<T>(T asset, string Extension, bool needRefresh) where T : Object
{
string path = AssetDatabase.GetAssetPath(asset);
SetBundleName(path, Extension, needRefresh);
}
}
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标签:  unity 系统模块
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