Addreseable 组的设置
1.设置文件分组
[MenuItem("AddressableEditor/SetAllDirectorToAddress", priority = 2)]
public static void SetAllDirectorToAddress()
{
var arr = Selection.GetFiltered(typeof(DefaultAsset), SelectionMode.Assets);
string folder = AssetDatabase.GetAssetPath(arr[0]); ;
LoopSetAllDirectorToAddress(folder);
}
private static void LoopSetAllDirectorToAddress(string pFileDirectorRoot)
{
if (Directory.Exists(pFileDirectorRoot) && !pFileDirectorRoot.Contains("_Bundles/Lua"))
{
SetDirectorABNameNull(pFileDirectorRoot);
var dirctory = new DirectoryInfo(pFileDirectorRoot);
var direcs = dirctory.GetDirectories("*", SearchOption.TopDirectoryOnly);
if (direcs.Length > 0)
{
for (var i = 0; i < direcs.Length; i++)
{
if (direcs[i].FullName != pFileDirectorRoot)
{
LoopSetAllDirectorToAddress(direcs[i].FullName);
}
}
}
}
}
private static void SetDirectorABNameNull(string pFileDirectorRoot)
{
if (Directory.Exists(pFileDirectorRoot) && !pFileDirectorRoot.Contains("_Bundles/Lua"))
{
var dirctory = new DirectoryInfo(pFileDirectorRoot);
var files = dirctory.GetFiles("*", SearchOption.TopDirectoryOnly);
bool isAdd = false;
for (

本文介绍了如何在Unity中设置地址able组,包括文件分组、目录结构管理和游戏启动时的资源更新逻辑,如CheckUpdate、Download和DoUpdate方法。重点讲解了Addressables的初始化、资源加载和依赖更新流程。
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