Export to UnityPackgae basically divided into the following steps:
1. Click on the menu bar, the output file
2. Copy the name of the console
3. Right-click "QFramework" folder
4. deselect "include" option
5. Copy and paste the name is derived;
(A) Export Unitypackage
Export Library named QFramework_20190801_23
using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif using System; public class name : MonoBehaviour { #if UNITY_EDITOR [MenuItem("QFramework/1.生成文件名")] #endif private static void MenuClicked() { Debug.Log("QFramework" + DateTime.Now.ToString("yyyyMMdd_HH")); } }
This will automatically generate an export file name it;
Here we continue to do.
(Ii) the name directly copied into the clipboard
Click on the menu bar to generate names and copy;
using UnityEngine; using System; #if UNITY_EDITOR using UnityEditor; #endif namespace QFramework { public class copy : MonoBehaviour { #if UNITY_EDITOR [MenuItem("QFramework/2复制文本")] #endif private static void MenuClick() { GUIUtility.systemCopyBuffer = "复制文本"; } } }
Mainly using the editor copy API, in conjunction with the first paragraph of the generated file name, file name can be automatically generated and copied, twelve-step merger. (Note: the output path can not have a Chinese name)
GUIUtility.systemCopyBuffer = "QFramework" + DateTime.Now.ToString("yyyyMMdd_HH");
This, the second step to complete it. Part III below.
(C) files are packaged using AssetDatabase.ExportPackage;
using UnityEngine; using System; #if UNITY_EDITOR using UnityEditor; #endif namespace QFramework { public class Package : MonoBehaviour { #if UNITY_EDITOR [MenuItem("QFramework/4.打包")] #endif private static void MenuClicked() { var assetPathName = "Assets/QFramework"; var fileName = "QFramework_" + DateTime.Now.ToString("yyyyMMdd_HH") + ".unitypackage"; AssetDatabase.ExportPackage(assetPathName, fileName, ExportPackageOptions.Recurse); } } }
Note: 1 To static;.
2. Export path to write to;