using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; public class TestBunildAssetB { //在Unity编辑器中添加菜单 [MenuItem("BuildAssetBundles/BuildSelectAssetbundle")] static void BuildAssetbundleSelect() { // 打开保存面板,选择路径并保存 string outputPath = EditorUtility.SaveFolderPanel("Build Select Assetbundle", "", ""); if (outputPath.Length != 0) { BuildTarget activeTarget = EditorUserBuildSettings.activeBuildTarget; AssetBundleBuild[] buildMap = new AssetBundleBuild[Selection.assetGUIDs.Length]; for (int i = 0; i < Selection.assetGUIDs.Length; i++) { string guid = Selection.assetGUIDs[i]; //将GUID(全局唯一标识符)转换为对应的资源路径。 //所有的路径都是相对于工程目录文件。例如” Assets/MyTextures/hello.png” string assetPath = AssetDatabase.GUIDToAssetPath(guid); //报告指定 Unicode 字符在此实例中的最后一个匹配项的索引位置。 int startindex = assetPath.LastIndexOf('/') + 1; int length = assetPath.LastIndexOf('.') - startindex; //此处是打包后的文件名;根据guid命名,并且自定义后缀名 buildMap[i].assetBundleName = assetPath.Substring(startindex, length) + ".assetbundle"; buildMap[i].assetNames = new string[1]; buildMap[i].assetNames[0] = assetPath; } //打包 BuildPipeline.BuildAssetBundles(outputPath, buildMap, BuildAssetBundleOptions.None, activeTarget); } } }
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