- 创建文件夹Editor,将这个类放到里边
- public class Packager
- {
- //打包iphone,菜单栏显示的样式,优先级
- [MenuItem ("Packagers/Build iPhone", false, 1)]
- public static void BuileIPhone ()
- {
- //打包目标类型
- BuildTarget target = BuildTarget.iOS;
- //打包
- BuildAssetResource (target, true);
- }
- //打包安卓,菜单栏显示的菜单样式,优先级
- [MenuItem ("Packagers/Build Android", false, 2)]
- public static void BuileAndroid ()
- {
- //打包目标类型
- BuildTarget target = BuildTarget.Android;
- //打包
- BuildAssetResource (target, true);
- }
- //打包windows平台,优先级
- [MenuItem ("Packagers/Build Windows", false, 3)]
- public static void BuileWindows ()
- {
- //打包平台目标
- BuildTarget target = BuildTarget.StandaloneWindows;
- //打包
- BuildAssetResource (target, true);
- }
- /// <summary>
- /// 属性 返回当前路径
- /// </summary>
- /// <returns>The data path.</returns>
- public static string AppDataPath {
- get {
- //返回当前路径,转换成小写
- return Application.dataPath.ToLower ();
- }
- }
- /// <summary>
- /// 打包资源
- /// </summary>
- /// <param name="target">目标平台</param>
- /// <param name="isWin">If set to <c>true</c> is window.</param>
- public static void BuildAssetResource (BuildTarget target, bool isWin)
- {
- //资源输出路径
- string resPath = AppDataPath + "/" + "StreamingAssets/" ;
- //判断路径是否存在,不存在就创建
- if (!Directory.Exists (resPath)) {
- Directory.CreateDirectory (resPath);
- }
- //打包 资源路径,压缩格式, 打包目标平台
- BuildPipeline.BuildAssetBundles (resPath, BuildAssetBundleOptions.None, target);
- AssetDatabase.Refresh ();
- }
- }
Unity3d基础:自己动手写打包AssetBundle工具
最新推荐文章于 2025-06-28 19:20:24 发布