using UnityEngine; using UnityEditor; using System.IO; /// /// 资源包打包工具 /// public class AssetBundleBuilder : EditorWindow { [MenuItem("打包/Windows/资源包和场景")] public static void BuildAbsAndScenesWindows() { AssetBundleBuilder assetBundleBuilder = EditorWindow.GetWindow(); assetBundleBuilder.Show(); } static string outPath; static AssetBundleBuilder() { outPath = "Assets/StreamingAssets/Bundles/"; } private void OnGUI() { GUILayout.Space(10); GUI.skin.label.fontSize = 12; GUI.skin.label.alignment = TextAnchor.MiddleLeft; GUILayout.Label("AssetBundle文件名称:", GUILayout.MaxWidth(160)); outPath = EditorGUILayout.TextField(outPath); EditorGUI.EndDisabledGroup(); //string s = EditorGUILayout.TextArea("s"); if (GUILayout.Button("开始打包场景和资源")) { BuildAbsAndScenes(BuildTarget.StandaloneWindows); } //GUILayout.EndVertical(); //EndWindows(); } [MenuItem("打包/Android/资源包和场景")] public static void BuildAbsAndScenesAndroid() { BuildAbsAndScenes(BuildTarget.Android); } [MenuItem("打包/IOS/资源包和场景")] public static void BuildAbsAndScenesIOS() { BuildAbsAndScenes(BuildTarget.iOS); } [MenuItem("打包/WebGL/资源包和场景")] public static void BuildAbsAndScenesWebGL() { BuildAbsAndScenes(BuildTarget.WebGL); } [MenuItem("打包/Windows/资源包")] public static void BuildAbsWindows() { BuildAssetBundles(BuildTarget.StandaloneWindows); } [MenuItem("打包/Android/资源包")] public static void BuildAbsAndroid() { BuildAssetBundles(BuildTarget.Android); } [MenuItem("打包/IOS/资源包")] public static void BuildAbsIOS() { BuildAssetBundles(BuildTarget.iOS); } [MenuItem("打包/WebGL/资源包")] public static void BuildAbsWebGL() { BuildAssetBundles(BuildTarget.WebGL); } [MenuItem("打包/Windows/场景")] public static void BuildScenesWindows() { BuildScenes(BuildTarget.StandaloneWindows); } [MenuItem("打包/Android/场景")] public static void BuildScenesAndroid() { BuildScenes(BuildTarget.Android); } [MenuItem("打包/IOS/场景")] public static void BuildScenesIOS() { BuildScenes(BuildTarget.iOS); } [MenuItem("打包/WebGL/场景")] public static void BuildScenesWebGL() { BuildScenes(BuildTarget.WebGL); } // 打包AssetBundle和Scenes public static void BuildAbsAndScenes(BuildTarget platform) { BuildAssetBundles(platform); BuildScenes(platform); } // 打包AssetBundles private static void BuildAssetBundles(BuildTarget platform) { // 输出路径 //string outPath = Application.streamingAssetsPath + "/Abs"; if (!Directory.Exists(outPath)) Directory.CreateDirectory(outPath); EditorUtility.DisplayProgressBar("信息", "打包资源包", 0f); BuildPipeline.BuildAssetBundles(outPath, BuildAssetBundleOptions.DeterministicAssetBundle, platform); AssetDatabase.Refresh(); Debug.Log("所有资源包打包完毕"); } // 打包Scenes private static void BuildScenes(BuildTarget platform) { // 指定场景文件夹和输出路径 string scenePath = Application.dataPath + "/AbResources/Scenes"; //string outPath = Application.streamingAssetsPath + "/Abs/"; if (Directory.Exists(scenePath)) { // 创建输出文件夹 if (!Directory.Exists(outPath)) Directory.CreateDirectory(outPath); // 查找指定目录下的场景文件 string[] scenes = GetAllFiles(scenePath, "*.unity"); for (int i = 0; i < scenes.Length; i++) { string url = scenes[i].Replace("\\", "/"); int index = url.LastIndexOf("/"); string scene = url.Substring(index + 1, url.Length - index - 1); string msg = string.Format("打包场景{0}", scene); EditorUtility.DisplayProgressBar("信息", msg, 0f); scene = scene.Replace(".unity", ".scene"); Debug.Log(string.Format("打包场景{0}到{1}", url, outPath + scene)); BuildPipeline.BuildPlayer(scenes, outPath + scene, BuildTarget.StandaloneWindows, BuildOptions.BuildAdditionalStreamedScenes); AssetDatabase.Refresh(); } EditorUtility.ClearProgressBar(); Debug.Log("所有场景打包完毕"); } } /// 获取文件夹和子文件夹下所有指定类型文件 private static string[] GetAllFiles(string directory, params string[] types) { if (!Directory.Exists(directory)) return new string[0]; string searchTypes = (types == null || types.Length == 0) ? "*.*" : string.Join("|", types); string[] names = Directory.GetFiles(directory, searchTypes, SearchOption.AllDirectories); return names; } }