using System.IO;
using UnityEditor;
using UnityEngine;
public class ExprotAB
{
static string path = string.Empty;
/// <summary>
/// 获取AB包导出地址并建立文件夹
/// </summary>
public static void GetPath()
{
path = Application.dataPath;
path = path.Substring(0, path.Length - 6) + "AssetBundle";
if (!Directory.Exists(path))
{
Directory.CreateDirectory(path);
}
}
[MenuItem("BuildAB/BuildABToWin64/LZMA(体积小,加载慢)")]
private static void BuildABsToWin64_LZMA()
{
GetPath();
BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64);
Debug.Log("AssetBundle资源打包完成");
}
[MenuItem("BuildAB/BuildABToWin64/不压缩(体积大,加载快)")]
private static void BuildABsToWin64_UnComper()
{
GetPath();
BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.UncompressedAssetBundle, BuildTarget.StandaloneWindows64);
Debug.Log("AssetBundle资源打包完成");
}
[MenuItem("BuildAB/BuildABToWin64/LZ4(体积中,加载中)")]
private static void BuildABsToWin64_LZ4()
{
GetPath();
BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows64);
Debug.Log("AssetBundle资源打包完成");
}
[MenuItem("BuildAB/安卓平台_LZ4")]
private static void BuildADTOAndroid()
{
GetPath();
BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.Android);
Debug.Log("AssetBundle资源打包完成");
}
}
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最新推荐文章于 2024-10-09 22:27:58 发布