mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-28 20:43:03 +00:00
61 lines
No EOL
2.3 KiB
C#
61 lines
No EOL
2.3 KiB
C#
using System.IO;
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using UnityEditor;
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using UnityEngine;
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using SatorImaging.UnitySourceGenerator.Editor;
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using HeavenStudio;
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public class CreateAssetBundles
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{
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[MenuItem("Assets/Build AssetBundles/Current Platform")]
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static void BuildAllAssetBundlesCurrPlatform()
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{
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string assetBundleDirectory = "Assets/StreamingAssets";
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if (!Directory.Exists(Application.streamingAssetsPath))
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{
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Directory.CreateDirectory(assetBundleDirectory);
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}
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AssetDatabase.Refresh();
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USGUtility.ForceGenerateByType(typeof(Minigames));
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
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}
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[MenuItem("Assets/Build AssetBundles/Windows")]
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static void BuildAllAssetBundlesWindows()
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{
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string assetBundleDirectory = "Assets/StreamingAssets/Windows";
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if (!Directory.Exists(Application.streamingAssetsPath))
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{
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Directory.CreateDirectory(assetBundleDirectory);
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}
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AssetDatabase.Refresh();
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USGUtility.ForceGenerateByType(typeof(Minigames));
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows);
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}
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[MenuItem("Assets/Build AssetBundles/Linux")]
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static void BuildAllAssetBundlesLinux()
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{
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string assetBundleDirectory = "Assets/StreamingAssets/Linux";
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if (!Directory.Exists(Application.streamingAssetsPath))
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{
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Directory.CreateDirectory(assetBundleDirectory);
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}
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AssetDatabase.Refresh();
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USGUtility.ForceGenerateByType(typeof(Minigames));
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneLinux64);
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}
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[MenuItem("Assets/Build AssetBundles/Mac")]
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static void BuildAllAssetBundlesMacOS()
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{
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string assetBundleDirectory = "Assets/StreamingAssets/Mac";
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if (!Directory.Exists(Application.streamingAssetsPath))
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{
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Directory.CreateDirectory(assetBundleDirectory);
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}
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AssetDatabase.Refresh();
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USGUtility.ForceGenerateByType(typeof(Minigames));
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneOSX);
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}
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} |