using UnityEditor;
using UnityEngine;
public class BuildAssetBundle
{
[MenuItem("AssetBundle/BuildSingle")]
static void BuildSigle()
{
BuildPipeline.BuildAssetBundles(Application.dataPath, BuildAssetBundleOptions.None,BuildTarget.StandaloneWindows);
AssetDatabase.Refresh();
}
[MenuItem("AssetBundle/BuildCollections")]
static void BuildCollections()
{
AssetBundleBuild[] buildMap = new AssetBundleBuild[1];
buildMap[0].assetBundleName = "abc";
object[] selects = Selection.GetFiltered(typeof(Object), SelectionMode.Assets);
string[] abcBundle = new string[selects.Length];
for(int i=0;i<selects.Length;i++)
{
abcBundle[i] = AssetDatabase.GetAssetPath((GameObject)selects[i]);
}
buildMap[0].assetNames = abcBundle;
BuildPipeline.BuildAssetBundles(Application.dataPath+"/Test",BuildAssetBundleOptions.None,BuildTarget.StandaloneWindows);
AssetDatabase.Refresh();
}
}