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设置config跟code的ab包只需要设置目录即可

tanghai пре 3 година
родитељ
комит
8dd464db5b

+ 1 - 1
Unity/Assets/Bundles/Code.meta

@@ -4,5 +4,5 @@ folderAsset: yes
 DefaultImporter:
   externalObjects: {}
   userData: 
-  assetBundleName: 
+  assetBundleName: code.unity3d
   assetBundleVariant: 

+ 1 - 1
Unity/Assets/Bundles/Config.meta

@@ -4,5 +4,5 @@ folderAsset: yes
 DefaultImporter:
   externalObjects: {}
   userData: 
-  assetBundleName: 
+  assetBundleName: config.unity3d
   assetBundleVariant: 

+ 3 - 5
Unity/Assets/Scripts/Editor/BuildEditor/BuildAssemblieEditor.cs

@@ -277,14 +277,12 @@ namespace ET
             Directory.CreateDirectory(CodeDir);
             File.Copy(Path.Combine(Define.BuildOutputDir, "Code.dll"), Path.Combine(CodeDir, "Code.dll.bytes"), true);
             File.Copy(Path.Combine(Define.BuildOutputDir, "Code.pdb"), Path.Combine(CodeDir, "Code.pdb.bytes"), true);
-            AssetDatabase.Refresh();
             Debug.Log("copy Code.dll to Bundles/Code success!");
             
             // 设置ab包
-            AssetImporter assetImporter1 = AssetImporter.GetAtPath("Assets/Bundles/Code/Code.dll.bytes");
-            assetImporter1.assetBundleName = "Code.unity3d";
-            AssetImporter assetImporter2 = AssetImporter.GetAtPath("Assets/Bundles/Code/Code.pdb.bytes");
-            assetImporter2.assetBundleName = "Code.unity3d";
+            AssetImporter assetImporter = AssetImporter.GetAtPath("Assets/Bundles/Code");
+            assetImporter.assetBundleName = "Code.unity3d";
+            AssetDatabase.SaveAssets();
             AssetDatabase.Refresh();
             Debug.Log("set assetbundle success!");
             

+ 3 - 7
Unity/Assets/Scripts/Editor/BuildEditor/BuildEditor.cs

@@ -149,13 +149,9 @@ namespace ET
 				ToolsEditor.ExcelExporter();
 				
 				// 设置ab包
-				List<string> files = FileHelper.GetAllFiles("Assets/Bundles/Config");
-				foreach (string path in files)
-				{
-					string fileName = Path.GetFileName(path);
-					AssetImporter assetImporter1 = AssetImporter.GetAtPath($"Assets/Bundles/Config/{fileName}");
-					assetImporter1.assetBundleName = "Config.unity3d";
-				}
+				AssetImporter assetImporter = AssetImporter.GetAtPath($"Assets/Bundles/Config");
+				assetImporter.assetBundleName = "Config.unity3d";
+				AssetDatabase.SaveAssets();
 				AssetDatabase.Refresh();
 			}