Assets/Editor/Tool/BuildExtersion.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Assets/Editor/Tool/LuaBuildHelper.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Assets/Editor/Tool/LuaBuildHelper.cs.meta | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Assets/Editor/Tool/UpdateAssetBundleName.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Assets/Editor/Tool/BuildExtersion.cs
@@ -99,6 +99,31 @@ Debug.Log(ex); EditorApplication.Exit(1); } } public static void BuildLua() { try { var buildParameters = new BuildParameters(); if (!buildParameters.error) { LuaBuildHelper.OnPreBuild(); UpdateLuaSetting.SetAllLuaAssetBundleName(); ExcuteBuildAsset("lua", buildParameters); LuaBuildHelper.OnPostBuild(); } else { EditorApplication.Exit(1); } } catch (Exception ex) { Debug.Log("打包lua失败"); Debug.Log(ex); EditorApplication.Exit(1); } } public static void BuildAudio() Assets/Editor/Tool/LuaBuildHelper.cs
New file @@ -0,0 +1,44 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using System.IO; public class LuaBuildHelper { public static void OnPreBuild() { var path = ResourcesPath.LUA_FODLER; var fileInfos = new List<FileInfo>(); FileExtersion.GetAllDirectoryFileInfos(ResourcesPath.LUA_FODLER, fileInfos); foreach (var item in fileInfos) { var from = item.FullName; var extension = Path.GetExtension(from); if (extension == ".lua") { var to = Path.ChangeExtension(from, ".txt"); File.Copy(from, to, true); } } } public static void OnPostBuild() { var path = ResourcesPath.LUA_FODLER; var fileInfos = new List<FileInfo>(); FileExtersion.GetAllDirectoryFileInfos(ResourcesPath.LUA_FODLER, fileInfos); foreach (var item in fileInfos) { var file = item.FullName; var extension = Path.GetExtension(file); if (extension == ".txt") { File.Delete(file); } } } } Assets/Editor/Tool/LuaBuildHelper.cs.meta
New file @@ -0,0 +1,12 @@ fileFormatVersion: 2 guid: 238061b41c4e67446bec78df043c05f2 timeCreated: 1541817699 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: Assets/Editor/Tool/UpdateAssetBundleName.cs
@@ -242,3 +242,30 @@ AssetDatabase.Refresh(); } } public class UpdateLuaSetting { static string rootPath = Application.dataPath + "/ResourcesOut/Lua/"; static string assetPath = "Assets/ResourcesOut/Lua/"; [MenuItem("程序/设置资源包名/更新Lua(All) AssetBundleName")] public static void SetAllLuaAssetBundleName() { var allFiles = new DirectoryInfo(rootPath).GetFiles("*.txt", SearchOption.AllDirectories); var amendRootPath = rootPath.Replace("\\", "/"); foreach (var file in allFiles) { var directoryName = file.DirectoryName.Replace("\\", "/"); var relativeDirectory = directoryName.Replace(amendRootPath, ""); var importerPath = assetPath + relativeDirectory + Path.DirectorySeparatorChar + file.Name; var importer = AssetImporter.GetAtPath(importerPath); importer.assetBundleName = "lua/" + relativeDirectory.ToLower(); EditorUtility.SetDirty(importer); } AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); } }