| | |
| | | public static void SetAllAudioAssetBundleName()
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| | | {
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| | | var allFiles = new DirectoryInfo(rootPath).GetFiles("*.wav", SearchOption.AllDirectories);
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| | | var allFiles1 = new DirectoryInfo(rootPath).GetFiles("*.mp3", SearchOption.AllDirectories);
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| | |
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| | | foreach (var file in allFiles)
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| | | {
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| | |
| | | importer.assetBundleName = "audio/" + pathStringArray[pathStringArray.Length - 1].ToLower();
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| | | // EditorUtility.SetDirty(importer);
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| | | }
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| | |
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| | | foreach (var file in allFiles1)
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| | | {
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| | | var pathStringArray = file.DirectoryName.Split(Path.DirectorySeparatorChar);
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| | | var importerPath = assetPath + pathStringArray[pathStringArray.Length - 1] + Path.DirectorySeparatorChar + file.Name;
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| | | var importer = AssetImporter.GetAtPath(importerPath);
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| | | importer.assetBundleName = "audio/" + pathStringArray[pathStringArray.Length - 1].ToLower();
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| | | // EditorUtility.SetDirty(importer);
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| | | }
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| | | Debug.Log("Audio资源包名更新完成!");
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| | | // AssetDatabase.SaveAssets();
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| | | // AssetDatabase.Refresh();
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