sdsandbox-rl-scripts/Scripts/Editor/BundleBuilder.cs

39 lines
1.2 KiB
C#
Executable File

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class BundleBuilder : Editor
{
[MenuItem("Build/ Build All AssetsBundles")]
static void BuildAllAssetsBundles()
{
BuildTarget[] platforms = new BuildTarget[] { BuildTarget.StandaloneWindows64, BuildTarget.StandaloneLinux64, BuildTarget.StandaloneOSX };
foreach (BuildTarget platform in platforms)
{
BuildAssetBundles(platform);
}
}
[MenuItem("Build/ Build Active Target AssetsBundles")]
static void BuildCurrentTargetAssetsBundles()
{
BuildTarget platform = EditorUserBuildSettings.activeBuildTarget;
BuildAssetBundles(platform);
}
static void BuildAssetBundles(BuildTarget platform)
{
string path = System.IO.Path.Combine(System.IO.Directory.GetCurrentDirectory(), "Assets/AssetBundles/" + platform.ToString());
if (System.IO.Directory.Exists(path) == false)
{
System.IO.Directory.CreateDirectory(path);
Debug.LogFormat("creating directory {0}", path);
}
BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.ChunkBasedCompression, platform);
}
}