unity---------------------关于BuildAssetBundles的使用(打包)

using UnityEditor;
using UnityEngine;

public class BuildAssetBundle
{

/// <summary>
/// 点击后,所有设置了AssetBundle名称的资源会被 分单个打包出来
/// </summary>
[MenuItem("AssetBundle/Build (Single)")]
static void Build_AssetBundle()
{
BuildPipeline.BuildAssetBundles(Application.dataPath + "/Test_AssetBundle", BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows);
//刷新
AssetDatabase.Refresh();
}

/// <summary>
/// 选择的资源合在一起被打包出来
/// </summary>
[MenuItem("AssetBundle/Build (Collection)")]
static void Build_AssetBundle_Collection()
{
AssetBundleBuild[] buildMap = new AssetBundleBuild[1];
//打包出来的资源包名字
buildMap[0].assetBundleName = "enemybundle";

//在Project视图中,选择要打包的对象
Object[] selects = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
string[] enemyAsset = new string[selects.Length];
for (int i = 0; i < selects.Length; i++)
{
//获得选择 对象的路径
enemyAsset[i] = AssetDatabase.GetAssetPath(selects[i]);
}
buildMap[0].assetNames = enemyAsset;

BuildPipeline.BuildAssetBundles(Application.dataPath + "/Test_AssetBundle", buildMap, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows);
//刷新
AssetDatabase.Refresh();
}
}

posted @ 2017-10-24 18:27  wwfy  阅读(7705)  评论(0编辑  收藏  举报