QuanYi/Assets/_Scripts/Framework/Editor/AssetbundleBunildEditor.cs
2025-05-09 10:20:30 +08:00

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C#
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using System.IO;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
namespace ZXKFrameworkEditor
{
/// <summary>
/// Assetbundle资源编辑器
/// </summary>
public class AssetbundleBunildEditor : Editor
{
[MenuItem("ZXKFramework/AssetBundle/Name/Set AssetBundle Name")]
public static void SelectTexture()
{
string suffix = ".assetbundle";
Object[] asset = Selection.GetFiltered<Object>(SelectionMode.DeepAssets);
for (int i = 0; i < asset.Length; i++)
{
if (asset[i].GetType() != typeof(DefaultAsset))
{
AssetImporter ai = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(asset[i]));
Debug.Log(asset[i].name+" "+ AssetDatabase.GetAssetPath(asset[i]));
ai.assetBundleName = asset[i].name.ToLower() + suffix; //更改文件夹中的资源AB名称
}
}
AssetDatabase.Refresh();
}
[MenuItem("ZXKFramework/AssetBundle/Name/AssetBundle Name Clear")]
public static void SelectClear()
{
Object[] selectedAsset = Selection.GetFiltered<Object>(SelectionMode.DeepAssets);
for (int i = 0; i < selectedAsset.Length; i++)
{
AssetImporter ai = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(selectedAsset[i]));
ai.assetBundleName = string.Empty; //清空文件夹中的资源AB名称
}
AssetDatabase.RemoveUnusedAssetBundleNames();
AssetDatabase.Refresh();
}
[MenuItem("ZXKFramework/AssetBundle/BuildPersistentDataPath/Build All")]
static void BuildAllAssetBundlesAll()
{
Debug.Log("打包所有版本资源");
BuildAssetBundlesAndroid();
BuildAssetBundlesIos();
BuildAllAssetBundlesWindows();
}
[MenuItem("ZXKFramework/AssetBundle/BuildPersistentDataPath/Build by Android")]
static void BuildAssetBundlesAndroid()
{
string dir = Application.persistentDataPath + "/Assetbundle/Android";
DirectoryTool(dir);
BuildPipeline.BuildAssetBundles(dir, BuildAssetBundleOptions.None, BuildTarget.Android);
AssetDatabase.Refresh();
}
[MenuItem("ZXKFramework/AssetBundle/BuildPersistentDataPath/Build by IOS")]
static void BuildAssetBundlesIos()
{
string dir = Application.persistentDataPath + "/Assetbundle/IOS";
DirectoryTool(dir);
BuildPipeline.BuildAssetBundles(dir, BuildAssetBundleOptions.None, BuildTarget.iOS);
AssetDatabase.Refresh();
}
[MenuItem("ZXKFramework/AssetBundle/BuildPersistentDataPath/Build by Windows")]
static void BuildAllAssetBundlesWindows()
{
string dir = Application.persistentDataPath + "/Assetbundle/Windows";
DirectoryTool(dir);
BuildPipeline.BuildAssetBundles(dir, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64);
AssetDatabase.Refresh();
}
[MenuItem("ZXKFramework/AssetBundle/BuildStreamingAssetsPath/Build All")]
static void BuildAllAssetBundlesAllStreamingAssetsPath()
{
Debug.Log("打包所有版本资源");
BuildAssetBundlesAndroidStreamingAssetsPath();
BuildAssetBundlesIosStreamingAssetsPath();
BuildAllAssetBundlesWindowsStreamingAssetsPath();
}
[MenuItem("ZXKFramework/AssetBundle/BuildStreamingAssetsPath/Build by Android")]
static void BuildAssetBundlesAndroidStreamingAssetsPath()
{
string dir = Application.streamingAssetsPath + "/Assetbundle/Android";
DirectoryTool(dir);
BuildPipeline.BuildAssetBundles(dir, BuildAssetBundleOptions.None, BuildTarget.Android);
AssetDatabase.Refresh();
}
[MenuItem("ZXKFramework/AssetBundle/BuildStreamingAssetsPath/Build by IOS")]
static void BuildAssetBundlesIosStreamingAssetsPath()
{
string dir = Application.streamingAssetsPath + "/Assetbundle/IOS";
DirectoryTool(dir);
BuildPipeline.BuildAssetBundles(dir, BuildAssetBundleOptions.None, BuildTarget.iOS);
AssetDatabase.Refresh();
}
[MenuItem("ZXKFramework/AssetBundle/BuildStreamingAssetsPath/Build by Windows")]
static void BuildAllAssetBundlesWindowsStreamingAssetsPath()
{
string dir = Application.streamingAssetsPath + "/Assetbundle/Windows";
DirectoryTool(dir);
BuildPipeline.BuildAssetBundles(dir, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64);
AssetDatabase.Refresh();
}
static void DirectoryTool(string dir)
{
if (Directory.Exists(dir))
EditorTools.DeleteAllFile(dir);
Directory.CreateDirectory(dir);
}
}
}