Assets/Editor/Tool/AssetBundleBuildExtersion.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Assets/Editor/Tool/BuildExtersion.cs | ●●●●● 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()