AssetBundle之批量打包

1.2批量打包方法

using UnityEngine;
using UnityEditor;
using System.Collections;

public class ExportAssetSerielize : MonoBehaviour 
{
[MenuItem("Custom Editor/Create AssetBundles Main")]
static void CreateAssetBundleMain() 
{
//获取在project视图中选择的所有游戏对象
Object[] SelectedAsset = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);

//遍历所有的游戏对象
foreach(Object obj in SelectedAsset)
{
string sourcePath = AssetDatabase.GetAssetPath(obj);
string targetPath = Application.dataPath + @"/Prb/" + obj.name + ".assetbundle";

if (BuildPipeline.BuildAssetBundle(obj, null, targetPath, BuildAssetBundleOptions.CollectDependencies))
{
Debug.Log(obj.name + "资源打包成功");
}
else 
{
Debug.Log(obj.name + "资源打包失败");
}
}
AssetDatabase.Refresh();// 刷新编辑器
}
}

posted @ 2015-04-23 16:19  小歪歪Frank  阅读(282)  评论(0编辑  收藏  举报