Unity5自动命名Assetbundle并打包

http://www.shihuanjue.com/?p=57

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
 
/// <summary>
/// 把Resource下的资源打包成.unity3d 到StreamingAssets目录下
/// </summary>
public class Builder : Editor
{
	public static string sourcePath = Application.dataPath + "/Resources";
	const string AssetBundlesOutputPath = "Assets/StreamingAssets";
 
	[MenuItem("Tools/AssetBundle/Build")]
	public static void BuildAssetBundle()
	{
		ClearAssetBundlesName ();
 
		Pack (sourcePath);
 
		string outputPath = Path.Combine (AssetBundlesOutputPath,Platform.GetPlatformFolder(EditorUserBuildSettings.activeBuildTarget));
		if (!Directory.Exists (outputPath))
		{
			Directory.CreateDirectory(outputPath);
		}
 
		//根据BuildSetting里面所激活的平台进行打包
		BuildPipeline.BuildAssetBundles (outputPath,0,EditorUserBuildSettings.activeBuildTarget);
 
		AssetDatabase.Refresh ();
 
		Debug.Log ("打包完成");
 
	}
 
	/// <summary>
	/// 清除之前设置过的AssetBundleName,避免产生不必要的资源也打包
	/// 之前说过,只要设置了AssetBundleName的,都会进行打包,不论在什么目录下
	/// </summary>
	static void ClearAssetBundlesName()
	{
		int length = AssetDatabase.GetAllAssetBundleNames ().Length;
		Debug.Log (length);
		string[] oldAssetBundleNames = new string[length];
		for (int i = 0; i < length; i++) 
		{
			oldAssetBundleNames[i] = AssetDatabase.GetAllAssetBundleNames()[i];
		}
 
		for (int j = 0; j < oldAssetBundleNames.Length; j++) 
		{
			AssetDatabase.RemoveAssetBundleName(oldAssetBundleNames[j],true);
		}
		length = AssetDatabase.GetAllAssetBundleNames ().Length;
		Debug.Log (length);
	}
 
	static void Pack(string source)
	{
		DirectoryInfo folder = new DirectoryInfo (source);
		FileSystemInfo[] files = folder.GetFileSystemInfos ();
		int length = files.Length;
		for (int i = 0; i < length; i++) {
			if(files[i] is DirectoryInfo)
			{
				Pack(files[i].FullName);
			}
			else
			{
				if(!files[i].Name.EndsWith(".meta"))
				{
					file (files[i].FullName);
				}
			}
		}
	}
 
	static void file(string source)
	{
		string _source = Replace (source);
		string _assetPath = "Assets" + _source.Substring (Application.dataPath.Length);
		string _assetPath2 = _source.Substring (Application.dataPath.Length + 1);
		//Debug.Log (_assetPath);
 
		//在代码中给资源设置AssetBundleName
		AssetImporter assetImporter = AssetImporter.GetAtPath (_assetPath);
		string assetName = _assetPath2.Substring (_assetPath2.IndexOf("/") + 1);
		assetName = assetName.Replace(Path.GetExtension(assetName),".unity3d");
		//Debug.Log (assetName);
		assetImporter.assetBundleName = assetName;
	}
 
	static string Replace(string s)
	{
		return s.Replace("\\","/");
	}
}
 
public class Platform 
{
	public static string GetPlatformFolder(BuildTarget target)
	{
		switch (target)
		{
		case BuildTarget.Android:
			return "Android";
		case BuildTarget.iOS:
			return "IOS";
		case BuildTarget.WebPlayer:
			return "WebPlayer";
		case BuildTarget.StandaloneWindows:
		case BuildTarget.StandaloneWindows64:
			return "Windows";
		case BuildTarget.StandaloneOSXIntel:
		case BuildTarget.StandaloneOSXIntel64:
		case BuildTarget.StandaloneOSXUniversal:
			return "OSX";
		default:
			return null;
		}
	}
}







posted @ 2016-03-24 11:06  00000000O  阅读(182)  评论(0)    收藏  举报