EditorBundle.cs 4.2 KB

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  1. using UnityEditor;
  2. using UnityEngine;
  3. using UnityEngine.Events;
  4. using System.Collections;
  5. [CustomEditor(typeof(Bundle))]
  6. public class EditorBundle : Editor
  7. {
  8. #region 变量
  9. public static Bundle Script;
  10. #endregion
  11. public void OnEnable()
  12. {
  13. Script = (Bundle) target;
  14. Bundle.Instance = Script;
  15. }
  16. public override void OnInspectorGUI()
  17. {
  18. base.OnInspectorGUI();
  19. if (GUILayout.Button("ClearTexture"))
  20. {
  21. for (int i = 0; i < Script.UiList.Count; i++)
  22. {
  23. Sprite sprite = Script.UiList[i] as Sprite;
  24. if (sprite == null)
  25. {
  26. Texture2D texture = Script.UiList[i] as Texture2D;
  27. if (texture != null)
  28. {
  29. Script.UiList.RemoveAt(i--);
  30. }
  31. }
  32. }
  33. for (int i = 0; i < Script.SceneList.Count; i++)
  34. {
  35. Sprite sprite = Script.SceneList[i] as Sprite;
  36. if (sprite == null)
  37. {
  38. Texture2D texture = Script.SceneList[i] as Texture2D;
  39. if (texture != null)
  40. {
  41. Script.SceneList.RemoveAt(i--);
  42. }
  43. }
  44. }
  45. }
  46. }
  47. public static void Tag()
  48. {
  49. //string path;
  50. //Bundle bundle;
  51. //AssetImporter assetImporter;
  52. //bundle = AssetDatabase.LoadAssetAtPath<Bundle>("Assets/Resource/Prefab/Object/DebugMode.prefab");
  53. //for (int i = 0; i < bundle.UiList.Count; i++)
  54. //{
  55. // path = AssetDatabase.GetAssetPath(bundle.UiList[i]);
  56. // assetImporter = AssetImporter.GetAtPath(path);
  57. // assetImporter.assetBundleName = "ui";
  58. //}
  59. //for (int i = 0; i < bundle.AtlasList.Count; i++)
  60. //{
  61. // path = AssetDatabase.GetAssetPath(bundle.AtlasList[i]);
  62. // assetImporter = AssetImporter.GetAtPath(path);
  63. // assetImporter.assetBundleName = "atlas";
  64. //}
  65. //for (int i = 0; i < bundle.EffectList.Count; i++)
  66. //{
  67. // path = AssetDatabase.GetAssetPath(bundle.EffectList[i]);
  68. // assetImporter = AssetImporter.GetAtPath(path);
  69. // assetImporter.assetBundleName = "effect";
  70. //}
  71. //for (int i = 0; i < bundle.AudioList.Count; i++)
  72. //{
  73. // path = AssetDatabase.GetAssetPath(bundle.AudioList[i]);
  74. // assetImporter = AssetImporter.GetAtPath(path);
  75. // assetImporter.assetBundleName = "audio";
  76. //}
  77. //for (int i = 0; i < bundle.SceneList.Count; i++)
  78. //{
  79. // path = AssetDatabase.GetAssetPath(bundle.SceneList[i]);
  80. // assetImporter = AssetImporter.GetAtPath(path);
  81. // assetImporter.assetBundleName = "scene";
  82. //}
  83. //for (int i = 0; i < bundle.ConfigList.Count; i++)
  84. //{
  85. // path = AssetDatabase.GetAssetPath(bundle.ConfigList[i]);
  86. // assetImporter = AssetImporter.GetAtPath(path);
  87. // assetImporter.assetBundleName = "config";
  88. //}
  89. //for (int i = 0; i < bundle.DiscardList.Count; i++)
  90. //{
  91. // path = AssetDatabase.GetAssetPath(bundle.DiscardList[i]);
  92. // assetImporter = AssetImporter.GetAtPath(path);
  93. // assetImporter.assetBundleName = "config";
  94. //}
  95. }
  96. [MenuItem("DashGame/Bundle/PackAndroid")]
  97. public static void PackAndroid()
  98. {
  99. Tag();
  100. BuildPipeline.BuildAssetBundles(Application.streamingAssetsPath + "/Bundle/Android", BuildAssetBundleOptions.None, BuildTarget.Android);
  101. }
  102. [MenuItem("DashGame/Bundle/PackIOS")]
  103. public static void PackIOS()
  104. {
  105. Tag();
  106. BuildPipeline.BuildAssetBundles(Application.streamingAssetsPath + "/Bundle/IOS", BuildAssetBundleOptions.None, BuildTarget.iOS);
  107. }
  108. [MenuItem("DashGame/Bundle/PackWindows")]
  109. public static void PackWindows()
  110. {
  111. Tag();
  112. BuildPipeline.BuildAssetBundles(Application.streamingAssetsPath + "/Bundle/Windows", BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64);
  113. }
  114. }