EditorBundle.cs 6.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222
  1. using System;
  2. using UnityEditor;
  3. using UnityEngine;
  4. using UnityEngine.Events;
  5. using System.Collections;
  6. using System.Collections.Generic;
  7. using System.IO;
  8. [CustomEditor(typeof(Bundle))]
  9. public class EditorBundle : Editor
  10. {
  11. #region 变量
  12. public static Bundle Script;
  13. #endregion
  14. public void OnEnable()
  15. {
  16. Script = (Bundle) target;
  17. Bundle.Instance = Script;
  18. }
  19. public override void OnInspectorGUI()
  20. {
  21. base.OnInspectorGUI();
  22. if (GUILayout.Button("ClearTexture"))
  23. {
  24. for (int i = 0; i < Script.UiList.Count; i++)
  25. {
  26. Sprite sprite = Script.UiList[i] as Sprite;
  27. if (sprite == null)
  28. {
  29. Texture2D texture = Script.UiList[i] as Texture2D;
  30. if (texture != null)
  31. {
  32. Script.UiList.RemoveAt(i--);
  33. }
  34. }
  35. }
  36. for (int i = 0; i < Script.SceneList.Count; i++)
  37. {
  38. Sprite sprite = Script.SceneList[i] as Sprite;
  39. if (sprite == null)
  40. {
  41. Texture2D texture = Script.SceneList[i] as Texture2D;
  42. if (texture != null)
  43. {
  44. Script.SceneList.RemoveAt(i--);
  45. }
  46. }
  47. }
  48. }
  49. }
  50. public static void Tag()
  51. {
  52. //string path;
  53. //Bundle bundle;
  54. //AssetImporter assetImporter;
  55. //bundle = AssetDatabase.LoadAssetAtPath<Bundle>("Assets/Resource/Prefab/Object/DebugMode.prefab");
  56. //for (int i = 0; i < bundle.UiList.Count; i++)
  57. //{
  58. // path = AssetDatabase.GetAssetPath(bundle.UiList[i]);
  59. // assetImporter = AssetImporter.GetAtPath(path);
  60. // assetImporter.assetBundleName = "ui";
  61. //}
  62. //for (int i = 0; i < bundle.AtlasList.Count; i++)
  63. //{
  64. // path = AssetDatabase.GetAssetPath(bundle.AtlasList[i]);
  65. // assetImporter = AssetImporter.GetAtPath(path);
  66. // assetImporter.assetBundleName = "atlas";
  67. //}
  68. //for (int i = 0; i < bundle.EffectList.Count; i++)
  69. //{
  70. // path = AssetDatabase.GetAssetPath(bundle.EffectList[i]);
  71. // assetImporter = AssetImporter.GetAtPath(path);
  72. // assetImporter.assetBundleName = "effect";
  73. //}
  74. //for (int i = 0; i < bundle.AudioList.Count; i++)
  75. //{
  76. // path = AssetDatabase.GetAssetPath(bundle.AudioList[i]);
  77. // assetImporter = AssetImporter.GetAtPath(path);
  78. // assetImporter.assetBundleName = "audio";
  79. //}
  80. //for (int i = 0; i < bundle.SceneList.Count; i++)
  81. //{
  82. // path = AssetDatabase.GetAssetPath(bundle.SceneList[i]);
  83. // assetImporter = AssetImporter.GetAtPath(path);
  84. // assetImporter.assetBundleName = "scene";
  85. //}
  86. //for (int i = 0; i < bundle.ConfigList.Count; i++)
  87. //{
  88. // path = AssetDatabase.GetAssetPath(bundle.ConfigList[i]);
  89. // assetImporter = AssetImporter.GetAtPath(path);
  90. // assetImporter.assetBundleName = "config";
  91. //}
  92. //for (int i = 0; i < bundle.DiscardList.Count; i++)
  93. //{
  94. // path = AssetDatabase.GetAssetPath(bundle.DiscardList[i]);
  95. // assetImporter = AssetImporter.GetAtPath(path);
  96. // assetImporter.assetBundleName = "config";
  97. //}
  98. }
  99. [MenuItem("DashGame/Bundle/PackAndroid")]
  100. public static void PackAndroid()
  101. {
  102. Tag();
  103. string prefix = Application.streamingAssetsPath + "/Bundle/Android";
  104. BuildPipeline.BuildAssetBundles(prefix, BuildAssetBundleOptions.ForceRebuildAssetBundle, BuildTarget.Android);
  105. Move(prefix, BuildTarget.Android);
  106. }
  107. [MenuItem("DashGame/Bundle/PackIOS")]
  108. public static void PackIOS()
  109. {
  110. Tag();
  111. string prefix = Application.streamingAssetsPath + "/Bundle/IOS";
  112. BuildPipeline.BuildAssetBundles(prefix, BuildAssetBundleOptions.ForceRebuildAssetBundle, BuildTarget.iOS);
  113. Move(prefix, BuildTarget.iOS);
  114. }
  115. [MenuItem("DashGame/Bundle/PackWindows")]
  116. public static void PackWindows()
  117. {
  118. Tag();
  119. string prefix = Application.streamingAssetsPath + "/Bundle/Windows";
  120. BuildPipeline.BuildAssetBundles(prefix, BuildAssetBundleOptions.ForceRebuildAssetBundle, BuildTarget.StandaloneWindows64);
  121. Move(prefix, BuildTarget.StandaloneWindows64);
  122. }
  123. private static void Move(string prefix, BuildTarget buildTarget)
  124. {
  125. List<string> names = new List<string>
  126. {
  127. "config",
  128. "new_dress_tex",
  129. "new_dress_ske",
  130. //"new_dress_config",
  131. //"new_language_config",
  132. //"new_flower_config",
  133. "new_flower_tex",
  134. };
  135. foreach (var name in names)
  136. {
  137. File.Delete(string.Format("{0}/HotUpdate/{1}", prefix, name));
  138. File.Delete(string.Format("{0}/HotUpdate/{1}.meta", prefix, name));
  139. File.Delete(string.Format("{0}/HotUpdate/{1}.manifest", prefix, name));
  140. File.Delete(string.Format("{0}/HotUpdate/{1}.manifest.meta", prefix, name));
  141. File.Move(string.Format("{0}/{1}", prefix, name), string.Format("{0}/HotUpdate/{1}", prefix, name));
  142. File.Move(string.Format("{0}/{1}.manifest", prefix, name), string.Format("{0}/HotUpdate/{1}.manifest", prefix, name));
  143. if (File.Exists(string.Format("{0}/{1}.meta", prefix, name)))
  144. {
  145. File.Move(string.Format("{0}/{1}.meta", prefix, name), string.Format("{0}/HotUpdate/{1}.meta", prefix, name));
  146. }
  147. if (File.Exists(string.Format("{0}/{1}.manifest.meta", prefix, name)))
  148. {
  149. File.Move(string.Format("{0}/{1}.manifest.meta", prefix, name), string.Format("{0}/HotUpdate/{1}.manifest.meta", prefix, name));
  150. }
  151. }
  152. string hotUpdateFolder = null;
  153. if (buildTarget == BuildTarget.Android)
  154. {
  155. hotUpdateFolder = Application.dataPath + "/HotUpdate/Android";
  156. }
  157. else if (buildTarget == BuildTarget.iOS)
  158. {
  159. hotUpdateFolder = Application.dataPath + "/HotUpdate/IOS";
  160. }
  161. else if (buildTarget == BuildTarget.StandaloneWindows64)
  162. {
  163. hotUpdateFolder = Application.dataPath + "/HotUpdate/Windows";
  164. }
  165. if (!string.IsNullOrEmpty(hotUpdateFolder))
  166. {
  167. foreach (var name in names)
  168. {
  169. byte[] bytes = File.ReadAllBytes(string.Format("{0}/HotUpdate/{1}", prefix, name));
  170. File.WriteAllBytes(hotUpdateFolder + "/" + name + Bundle.version, bytes);
  171. }
  172. }
  173. AssetDatabase.Refresh();
  174. }
  175. }