少年修仙传客户端基础资源
wuxijin999
2019-07-19 aa951c06cebf1aef2fadb57161cb84f545959ab9
3335 更新mob effect shader打包流程
2个文件已修改
73 ■■■■■ 已修改文件
Assets/Editor/Tool/AssetBundleBuildExtersion.cs 25 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Tool/BuildExtersion.cs 48 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Tool/AssetBundleBuildExtersion.cs
@@ -9,16 +9,31 @@
    public static void Build(string output, string category, BuildAssetBundleOptions bundleOption, BuildTarget buildTarget)
    {
        var assetBundles = AssetDatabase.GetAllAssetBundleNames();
        var targetAssetBundles = new List<string>();
        for (int i = 0; i < assetBundles.Length; i++)
        if (category == "mobeffectshader")
        {
            var bundleName = assetBundles[i];
            if (bundleName.StartsWith(category))
            for (int i = 0; i < assetBundles.Length; i++)
            {
                targetAssetBundles.Add(bundleName);
                var bundleName = assetBundles[i];
                if (bundleName.StartsWith("mob") || bundleName.StartsWith("effect") || bundleName.StartsWith("graphic"))
                {
                    targetAssetBundles.Add(bundleName);
                }
            }
        }
        else
        {
            for (int i = 0; i < assetBundles.Length; i++)
            {
                var bundleName = assetBundles[i];
                if (bundleName.StartsWith(category))
                {
                    targetAssetBundles.Add(bundleName);
                }
            }
        }
        var assets = new List<AssetBundleBuild>();
Assets/Editor/Tool/BuildExtersion.cs
@@ -53,36 +53,20 @@
    public static void BuildEffect()
    {
        try
        {
            var buildParameters = new BuildParameters();
            if (!buildParameters.error)
            {
                UpdateEffectPrefabSetting.SetAllEffectPrefabAssetBundleName();
                ExcuteBuildAsset("effect", buildParameters);
            }
            else
            {
                EditorApplication.Exit(1);
            }
        }
        catch (Exception ex)
        {
            Debug.Log("打包特效失败");
            Debug.Log(ex);
            EditorApplication.Exit(1);
        }
    }
    public static void BuildMob()
    public static void BuildMobEffectShader()
    {
        try
        {
            var buildParameters = new BuildParameters();
            if (!buildParameters.error)
            {
                UpdateEffectPrefabSetting.SetAllEffectPrefabAssetBundleName();
                UpdateMobSetting.SetAllMobAssetBundleName();
                ExcuteBuildAsset("mob", buildParameters);
                UpdateShaderSetting.SetAllShaderAssetBundleName();
                ExcuteBuildAsset("mobeffectshader", buildParameters);
            }
            else
            {
@@ -91,7 +75,7 @@
        }
        catch (Exception ex)
        {
            Debug.Log("打包NPC模型失败");
            Debug.Log("打包NPC模型 特效 shader失败");
            Debug.Log(ex);
            EditorApplication.Exit(1);
        }
@@ -174,25 +158,7 @@
    public static void BuildShader()
    {
        try
        {
            var buildParameters = new BuildParameters();
            if (!buildParameters.error)
            {
                UpdateShaderSetting.SetAllShaderAssetBundleName();
                ExcuteBuildAsset("graphic", buildParameters);
            }
            else
            {
                EditorApplication.Exit(1);
            }
        }
        catch (Exception ex)
        {
            Debug.Log("打包shader失败");
            Debug.Log(ex);
            EditorApplication.Exit(1);
        }
    }
    public static void BuildUI()