| | |
| | | using System.Collections; |
| | | using System.Collections.Generic; |
| | | using UnityEngine; |
| | | using UnityEditor; |
| | | using System.IO; |
| | | using System; |
| | | |
| | | using System.Collections;
|
| | | using System.Collections.Generic;
|
| | | using UnityEngine;
|
| | | using UnityEditor;
|
| | | using System.IO;
|
| | | using System;
|
| | |
|
| | | public class BuildExtersion
|
| | | { |
| | | |
| | | {
|
| | |
|
| | | public static void BuildMap()
|
| | | {
|
| | | try
|
| | |
| | | }
|
| | | }
|
| | |
|
| | | if (!string.IsNullOrEmpty(levelPattern)) |
| | | if (!string.IsNullOrEmpty(levelPattern))
|
| | | {
|
| | | UpdateLevelSetting.SetCreateRoleLevel(levelPattern); |
| | | AssetDatabase.Refresh(); |
| | | UpdateLevelSetting.SetCreateRoleLevel(levelPattern);
|
| | | AssetDatabase.Refresh();
|
| | | }
|
| | |
|
| | | UpdateLevelSetting.SetAllLevelAssetBundleName();
|
| | |
| | | Debug.Log(ex);
|
| | | EditorApplication.Exit(1);
|
| | | }
|
| | | } |
| | | |
| | | }
|
| | |
|
| | | public static void BuildConfig()
|
| | | {
|
| | | try
|
| | |
| | | }
|
| | | }
|
| | |
|
| | | 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()
|
| | | {
|
| | | try
|
| | |
| | | public static void BuildShader()
|
| | | {
|
| | |
|
| | | } |
| | | |
| | | }
|
| | |
|
| | | public static void BuildUI()
|
| | | {
|
| | | try
|
| | |
| | | Debug.Log(ex);
|
| | | EditorApplication.Exit(1);
|
| | | }
|
| | | } |
| | | |
| | | }
|
| | |
|
| | | private static void ExcuteBuildAsset(string category, BuildParameters @params)
|
| | | {
|
| | | var opt = BuildAssetBundleOptions.None;
|
| | |
| | | return string.Empty;
|
| | | }
|
| | | }
|
| | | } |
| | | |
| | | } |
| | | }
|
| | |
|
| | | }
|