【unity系统模块开发】Unity5.5.2UI打包AssetBundle

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之前已经有几篇文章写打包AssetBundle,但毕竟没有实际在项目中写过都写的比较浅。

刚好最近项目更新Unity5.5.2就顺便由我来更新ui打包流程

这里就把这次的经验写一下


这里还是稍微解释一下打包的基本目的:

打包ui就是把你做的界面打包出来成assetbundle包,讲道理你就把每个界面打成bundle包在游戏中你就可以直接加载来用,但是这样子的话你的每个bundle包就会非常的大,为什么呢,是因为这样子每个界面的bundle包里都包含这个界面用到的字体,贴图atlas,texture,shader还可以有你自己使用的动态组件。

这样子你的同一份资源都复制了很多份出来。

当然不能这样子做

所以我们就需要把这些atlas,font给剥离开来独立打包

不过新的打包方式让我们不用再手动剥离开来这些东西,也就是没有了剥离之后要重新引用的烦恼。

所要做的事就是把需要打包的东西改一改它的AssetBudnle名再一起build就好了

总的来说,就是把一个ui界面的下的atlas,font,texture,component记录下来,

通过修改这个ui.prefab,atlas,font,texture,compoent的预制件的bundle名,最后调一下打包函数就可以了

(有的项目texutre和shader是有自己写的管理类来加载,需要把引用置空的,这时候就需要实例ui.prefab,并把引用赋空,拷贝一份到另外一个文件夹中


上一篇ui打包文章

http://blog.csdn.net/chrisfxs/article/details/55046339


而这次的流程是

1.清理数据,建立文件夹

2.遍历所有文件夹下的ui界面prefab

3.遍历所有prefab下的compoent(动态组件)

4.找出所有的资源(如atlas,font)用个list记录下来

5.修改这些资源和这个ui.prefab的assetbundle名

6.build


补充一点!

游戏加载assetbundle的时候要先加载atlas,font这些资源,最后加载ui资源

这样才能保证引用没有丢失


下面是代码

//#if UNITY_5_MODEusing UnityEngine;using UnityEditor;using System.Collections.Generic;using UnityEditor.SceneManagement;using UnityEngine.SceneManagement;using System.IO;public class BuildAssetbundle{    public static string m_destFileName = "Assetbundle";#if UNITY_ANDROID    public static string PlatformExtension = ".android";    public static string Extension = ".x.android";    public static BuildTarget Target = BuildTarget.Android;    public static string ASSETBUNDLE_PATH = Application.dataPath + "/../AndroidResources/StreamingAssets";    public static string FULL_ASSETBUNDLE_PATH = ASSETBUNDLE_PATH + "/" + m_destFileName;#elif UNITY_IOS    public static string PlatformExtension = ".ios";    public static string Extension  = ".x.ios";    public static BuildTarget Target = BuildTarget.iOS;    public static string ASSETBUNDLE_PATH = Application.dataPath + "/../IosResources/StreamingAssets";#endif#if BUILD_UI    //需要打包的资源    public static List<UIFont> fontList = new List<UIFont>();    public static List<UIAtlas> atlasList = new List<UIAtlas>();    public static List<GameObject> componentList = new List<GameObject>();    public static List<GameObject> panelList = new List<GameObject>();    public static void BuildOnePanel()    {        ClearAllBundleName();        CleanTempData();        GameObject[] selectGameObjects = Selection.gameObjects;        UnityEngine.Object selectFloder = Selection.activeObject;        if (selectGameObjects != null && selectGameObjects.Length != 0)        {            foreach (GameObject selGb in selectGameObjects)            {                string selGbPath = AssetDatabase.GetAssetPath(selGb);                if (selGbPath.StartsWith(BuildUtils.PANEL_ASSET_PATH))                {                    if (selGbPath.EndsWith(BuildUtils.PREFAB_SUFFIX))                    {                        GameObject uiInstance = PrefabUtility.InstantiatePrefab(selGb) as GameObject;                        CheckComponent(uiInstance);                        FindRefrence(uiInstance.transform);                        string prefabPath = BuildUtils.TEMP_PANEL_PREFAB_PATH + "/" + uiInstance.name + BuildUtils.PREFAB_SUFFIX;                        PrefabUtility.CreatePrefab(prefabPath, uiInstance);                        GameObject prefabAsset = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;                        panelList.Add(prefabAsset);                        UnityEngine.Object.DestroyImmediate(uiInstance);                    }                    else                    {                        Debug.LogWarning("选择的资源 " + selGb.name + " 不是界面Prefab!");                    }                }                else                {                    Debug.LogWarning("只能打包放在 " + BuildUtils.PANEL_ASSET_PATH + " 下面的界面Prefab");                }            }            StartBuildGameObjects();            BuildUtils.DeleteFileWithSuffixs(ASSETBUNDLE_PATH, new string[]{".manifest",""}, true, false);            ShowBundleFolder();            EditorUtility.DisplayDialog("提示", "打包完成!", "确定");        }        else        {            Debug.LogWarning("只能对 " + BuildUtils.PANEL_ASSET_PATH + " 下面的UI使用!");        }    }    public static void BuildAllPanel(bool hint)    {        ClearAllBundleName();        if (!hint || EditorUtility.DisplayDialog("提示", "确定打包 " + BuildUtils.PANEL_ASSET_PATH + " 下所有界面?", "确定", "取消"))        {            CleanTempData();            string[] files = Directory.GetFiles(BuildUtils.PANEL_ASSET_PATH);            if (files.Length != 0)            {                foreach (string file in files)                {                    if (file.EndsWith(BuildUtils.PREFAB_SUFFIX))                    {                        GameObject uiInstance = PrefabUtility.InstantiatePrefab(AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(file)) as GameObject;                        string ui_panel_prefab_name = Path.GetFileNameWithoutExtension(file);                        CheckComponent(uiInstance);                        FindRefrence(uiInstance.transform);                        string prefabPath = BuildUtils.TEMP_PANEL_PREFAB_PATH + "/" + uiInstance.name + BuildUtils.PREFAB_SUFFIX;                        PrefabUtility.CreatePrefab(prefabPath, uiInstance);                        GameObject prefabAsset = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;                        panelList.Add(prefabAsset);                        UnityEngine.Object.DestroyImmediate(uiInstance);                    }                }                StartBuildGameObjects();                BuildUtils.DeleteFileWithSuffixs(ASSETBUNDLE_PATH, new string[]{".manifest",""}, true, false);            }            if (hint)            {                ShowBundleFolder();                EditorUtility.DisplayDialog("提示", BuildUtils.PANEL_ASSET_PATH + " 下的界面界面全部打包完成!", "确定");            }        }    }    /// <summary>    /// 对每一个要打包的Prefab保存组件信息,找出Atlas、Font等//    /// </summary>    /// <param name="com">COM.</param>    static void FindRefrence(Transform com)    {        PrefabHierarchyInfo info = com.gameObject.AddComponent<PrefabHierarchyInfo>();        info.transforms = com.gameObject.GetComponentsInChildren<Transform>(true);        info.myuianchors = com.gameObject.GetComponentsInChildren<MyUIAnchor>(true);        UILabel[] uilabels = com.gameObject.GetComponentsInChildren<UILabel>(true);        UISprite[] uisprites = com.gameObject.GetComponentsInChildren<UISprite>(true);        UITexture[] uitextures = com.gameObject.GetComponentsInChildren<UITexture>(true);        foreach (UILabel lab in uilabels)        {            UIFont font = lab.bitmapFont;            if (font == null)            {                Debug.LogWarning(com.gameObject.name + " 下出现未使用UIFont或者没有知道字体的UIlabel, " + lab.gameObject.name);                continue;            }            string uifontPath = AssetDatabase.GetAssetPath(font);            if (!uifontPath.StartsWith(BuildUtils.UIFONT_PREFAB_PATH))                Debug.LogWarning("使用了没有放在" + BuildUtils.UIFONT_PREFAB_PATH + " 目录下的UIFont:" + uifontPath);            if (!fontList.Contains(font))            {                fontList.Add(font);            }            lab.text = "";        }        foreach (UISprite sp in uisprites)        {            UIAtlas atlas = sp.atlas;            if (atlas == null)                continue;            string atlasPath = AssetDatabase.GetAssetPath(atlas);            if (!atlasPath.StartsWith(BuildUtils.ATLAS_PREFAB_PATH))                Debug.LogWarning("使用了未放在" + BuildUtils.ATLAS_PREFAB_PATH + "目录下的Atlas:" + atlasPath);                        sp.RecordAtlasName = atlas.name;            if (!atlasList.Contains(atlas))                atlasList.Add(atlas);        }        foreach (UITexture t in uitextures)        {            t.mainTexture = null;            t.shader = null;        }        com.parent = null;    }    /// <summary>    /// 对找出的需要打包资源打包//    /// </summary>    private static void StartBuildGameObjects()    {        EditorUtility.UnloadUnusedAssetsImmediate();        AssetbundleCommonFun.SetAssetBundlesName<UIFont>(fontList, Extension, false);        AssetbundleCommonFun.SetAssetBundlesName<UIAtlas>(atlasList, Extension, false);        AssetbundleCommonFun.SetAssetBundlesName<GameObject>(componentList, Extension, false);        AssetbundleCommonFun.SetAssetBundlesName<GameObject>(panelList, Extension, false);        AssetDatabase.Refresh();        BuildAll();        CleanTempData();        ClearAllBundleName();    }    //在一次打包过程中,出现过的Component,检测多个Panel里面的(DynamicComponent)重名//    static List<string> componentNames = new List<string>();    //支持无限深度的Component嵌套    static void CheckComponent(GameObject go)    {        string prefabPath = "";        Dictionary<uint, List<Transform>> allComponent = new Dictionary<uint, List<Transform>>();        FindComponents(go.transform, 0, ref allComponent);        uint[] indexs = new uint[allComponent.Keys.Count];        allComponent.Keys.CopyTo(indexs, 0);        System.Array.Sort(indexs);        for (int i = indexs.Length - 1; i >= 0; i--)        {            foreach (Transform com in allComponent[indexs[i]])            {                FindRefrence(com);                prefabPath = BuildUtils.TEMP_COMPONENT_PREFAB_PATH + "/" + com.name + BuildUtils.PREFAB_SUFFIX;                PrefabUtility.CreatePrefab(prefabPath, com.gameObject);                GameObject prefabAsset = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;                componentList.Add(prefabAsset);            }        }        for (int i = indexs.Length - 1; i >= 0; i--)        {            foreach (Transform com in allComponent[indexs[i]])            {                UnityEngine.Object.DestroyImmediate(com.gameObject);            }        }    }    /// <summary>    /// 递归寻找动态组件//    /// </summary>    /// <param name="tf">Tf.</param>    /// <param name="index">Index.</param>    /// <param name="dict">Dict.</param>    static void FindComponents(Transform tf, uint index, ref Dictionary<uint, List<Transform>> dict)    {        if (tf.name.Contains("(DynamicComponent)"))        {            foreach (Transform sonTf in tf)            {                if (componentNames.Contains(sonTf.name))                {                    UnityEngine.Debug.LogError(tf.name + " 子物体中出现同名的动态组件 " + sonTf.name);                    UnityEngine.Object.DestroyImmediate(sonTf);                    continue;                }                if (!sonTf.name.Contains("(DynamicComponent)"))                {                    componentNames.Add(sonTf.name);                    if (!dict.ContainsKey(index))                        dict.Add(index, new List<Transform>());                    dict[index].Add(sonTf);                    if (sonTf.childCount > 0)                        FindComponents(sonTf, index + 1, ref dict);                }                else                {                    if (sonTf.childCount > 0)                        FindComponents(sonTf, index + 1, ref dict);                }            }        }        else {            foreach (Transform sonTf in tf)            {                if (sonTf.childCount > 0)                    FindComponents(sonTf, index + 1, ref dict);            }        }    }    static void CleanTempData()    {        fontList.Clear();        atlasList.Clear();        componentList.Clear();        componentNames.Clear();    }#endif    #region tools    static void BuildAll()    {        EditorUtility.ClearProgressBar();        AssetbundleCommonFun.CreatePath(ASSETBUNDLE_PATH + "/Assetbundle");        BuildPipeline.BuildAssetBundles(ASSETBUNDLE_PATH + "/Assetbundle", BuildAssetBundleOptions.ChunkBasedCompression, Target);    }    //[MenuItem("[AssetBundles]/Build Bundles Independent")]    static void BuildBundlesIndependent()    {        List<Object> list = new List<Object>();        list.AddRange(Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets));        int count = list.Count;        string temp_path;        List<string> pathList = new List<string>();        foreach (Object o in list)        {            if (o == null)            {                continue;            }            AssetbundleCommonFun.ChangeTextureFormat(o);            temp_path = AssetDatabase.GetAssetPath(o);            if (!pathList.Contains(temp_path))            {                pathList.Add(temp_path);            }        }        BuildIndependent(pathList);    }    static void BuildIndependent(List<string> pathList)    {        string OutPutFolder = ASSETBUNDLE_PATH + "/Assetbundle";        AssetbundleCommonFun.CreatePath(OutPutFolder);        AssetBundleBuild temp_build;        List<AssetBundleBuild> abbs = new List<AssetBundleBuild>();        int count = pathList.Count;        int index = 0;        foreach (string item in pathList)        {            if (item == null)            {                index++;                continue;            }            EditorUtility.DisplayProgressBar("Build Bundles Independent", item, (float)index / (float)count);            if (!string.IsNullOrEmpty(item))            {                temp_build = new AssetBundleBuild();                temp_build.assetBundleName = AssetbundleCommonFun.GetBundleName(item, Extension);                temp_build.assetNames = new string[] { item };                abbs.Add(temp_build);            }            index++;        }        BuildPipeline.BuildAssetBundles(OutPutFolder, abbs.ToArray(), BuildAssetBundleOptions.ChunkBasedCompression, Target);        string mainConfigPath = OutPutFolder + "/" + Path.GetFileName(OutPutFolder);        if (File.Exists(mainConfigPath))        {            File.Delete(mainConfigPath);        }        AssetbundleCommonFun.ExportModifyFilesInfo(ASSETBUNDLE_PATH + "/Assetbundle");        EditorUtility.ClearProgressBar();        EditorUtility.DisplayDialog("提示", "操作结束", "OK");    }    //[@MenuItem("[AssetBundles]/Set Name for self")]     此功能不开放    static void SetNameForSelf()    {        List<Object> list = new List<Object>();        list.AddRange(Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets));        int count = list.Count;        int index = 0;        foreach (Object o in list)        {            if (o == null)            {                index++;                continue;            }            string path = AssetDatabase.GetAssetPath(o);            AssetbundleCommonFun.SetBundleName(path, Extension);            index++;            EditorUtility.DisplayProgressBar("Set Assetbundle Name", path, (float)index / (float)count);        }        EditorUtility.ClearProgressBar();        EditorUtility.DisplayDialog("提示", "操作结束", "OK");    }    //[@MenuItem("[AssetBundles]/Set Assetbundle Name")]     此功能不开放    static void SetName()    {        List<Object> list = new List<Object>();        list.AddRange(Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets));        int count = list.Count;        int index = 0;        foreach (Object o in list)        {            if (o == null)            {                index++;                continue;            }            string path = AssetDatabase.GetAssetPath(o);            AssetbundleCommonFun.SetBundleName(path, Extension);            index++;            EditorUtility.DisplayProgressBar("Set Assetbundle Name", path, (float)index / (float)count);        }        EditorUtility.ClearProgressBar();        //EditorUtility.DisplayDialog("提示", "操作结束", "OK");    }    //[@MenuItem("[AssetBundles]/Clear Selected AssetbundleName")]    static void ClearName()    {        List<Object> list = new List<Object>();        list.AddRange(Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets));        int count = list.Count;        int index = 0;        foreach (Object o in list)        {            if (o == null)            {                index++;                continue;            }            string path = AssetDatabase.GetAssetPath(o);            AssetbundleCommonFun.SetBundleName(path, "", true);            //AssetbundleCommonFun.SetDependenciesName(path, "", false, true);            index++;            EditorUtility.DisplayProgressBar("Clear Assetbundle Name", path, (float)index / (float)count);        }        EditorUtility.ClearProgressBar();        //EditorUtility.DisplayDialog("提示", "操作结束", "OK");    }    //[@MenuItem("[AssetBundles]/Clear All AssetbundleNames")]    static void ClearAllBundleName()    {        string[] allBundleNames = AssetDatabase.GetAllAssetBundleNames();        List<string> hasBundleNameAssets = new List<string>();        foreach (string n in allBundleNames)        {            foreach (string p in AssetDatabase.GetAssetPathsFromAssetBundle(n))            {                hasBundleNameAssets.Add(p);            }        }        float idx = 0f;        foreach (string asset in hasBundleNameAssets)        {            AssetbundleCommonFun.SetBundleName(asset, "", true);            EditorUtility.DisplayProgressBar("清除所有Bundle名称", "当前处理文件:" + Path.GetFileName(asset), idx++ / hasBundleNameAssets.Count);        }        EditorUtility.ClearProgressBar();        AssetDatabase.RemoveUnusedAssetBundleNames();        AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);        //EditorUtility.DisplayDialog("提示", "操作结束", "OK");    }    /// <summary>    /// 显示Bundle文件夹//    /// </summary>    static void ShowBundleFolder()    {        string path = FULL_ASSETBUNDLE_PATH +"/assets";        path = path.Replace("/", "\\");        Debug.Log(path);        System.Diagnostics.Process.Start("explorer.exe", "/select," + path);    }    #endregion}//#endif

using UnityEngine;using UnityEditor;using System.IO;using System.Collections.Generic;using System.Text;public class AssetbundleCommonFun{#if UNITY_ANDROID    private static string strLocalFileName = "Android_LocalFilesInfo.asset";#elif UNITY_IOS    private static string strLocalFileName = "Ios_LocalFilesInfo.asset";#endif    private static List<string> componentList = new List<string>();    static AssetImporter m_importer = null;    public static void ClearAllBundleName()    {        string[] allBundleNames = AssetDatabase.GetAllAssetBundleNames();        List<string> hasBundleNameAssets = new List<string>();        foreach (string n in allBundleNames)        {            foreach (string p in AssetDatabase.GetAssetPathsFromAssetBundle(n))            {                hasBundleNameAssets.Add(p);            }        }        float idx = 0f;        foreach (string asset in hasBundleNameAssets)        {            SetBundleName(asset, "", false);            EditorUtility.DisplayProgressBar("清除所有Bundle名称", "当前处理文件:" + Path.GetFileName(asset), idx++ / hasBundleNameAssets.Count);        }        EditorUtility.ClearProgressBar();        AssetDatabase.RemoveUnusedAssetBundleNames();        AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);    }    public static void CreatePath(string path)    {        string NewPath = path.Replace("\\", "/");        string[] strs = NewPath.Split('/');        string p = "";        for (int i = 0; i < strs.Length; ++i)        {            p += strs[i];            if (i != strs.Length - 1)            {                p += "/";            }            if (!Path.HasExtension(p))            {                if (!Directory.Exists(p))                    Directory.CreateDirectory(p);            }        }    }    public static string SetBundleName(string path, string name, bool isForce = false)    {        if (!isForce)        {            if (Directory.Exists(path))            {                return null;            }        }        string dictName = Path.GetDirectoryName(path);        string fileName = Path.GetFileNameWithoutExtension(path);        string extension = Path.GetExtension(path);        dictName = dictName.Replace("UIResources_temp", "UIResources");        if (!isForce)        {            if (extension.Equals(".dll") || extension.Equals(".cs") || extension.Equals(".js") || (name != "" && fileName.Contains("atlas") && !extension.Equals(".prefab")))            {                return null;            }        }        m_importer = AssetImporter.GetAtPath(path);        if (name != "")        {            m_importer.assetBundleName = dictName + "/" + fileName + name;        }        else        {            m_importer.assetBundleName = "";        }        AssetDatabase.Refresh();        return m_importer.assetBundleName;    }    public static string GetBundleName(string path, string name, bool isForce = false)    {        string retBundleName = null;        if (!isForce)        {            if (Directory.Exists(path))            {                return retBundleName;            }        }        string dictName = Path.GetDirectoryName(path);        string fileName = Path.GetFileNameWithoutExtension(path);        string extension = Path.GetExtension(path);        if (!isForce)        {            if (extension.Equals(".dll") || extension.Equals(".cs") || extension.Equals(".js") || (name != "" && fileName.Contains("atlas") && !extension.Equals(".prefab")))            {                return null;            }        }                if (name != "")        {            retBundleName = dictName + "/" + fileName + name;            //Object tex = AssetDatabase.LoadAssetAtPath(path, typeof(Object));            //if (tex is Texture2D)            //{            //    SetTexture(tex as Texture2D);            //}        }        Debug.Log("Asset name: " + fileName);        AssetDatabase.Refresh();        return retBundleName;    }    static void FindComponents(Transform tf, uint index, ref Dictionary<uint, List<Transform>> dict)    {        if (tf.name.Contains("(DynamicComponent)"))        {            foreach (Transform sonTf in tf)            {                if (componentList.Contains(sonTf.name))                {                    Debug.LogWarning("same name component...");                    UnityEngine.Object.DestroyImmediate(sonTf);                    continue;                }                if (!sonTf.name.Contains("(DynamicComponent)"))                {                    Debug.Log("找到组件" + sonTf.name + "深度" + index);                    componentList.Add(sonTf.name);                    if (!dict.ContainsKey(index))                        dict.Add(index, new List<Transform>());                    dict[index].Add(sonTf);                    if (sonTf.childCount > 0)                        FindComponents(sonTf, index + 1, ref dict);                }                else                {                    if (sonTf.childCount > 0)                        FindComponents(sonTf, index + 1, ref dict);                }            }        }        else        {            foreach (Transform sonTf in tf)            {                if (sonTf.childCount > 0)                    FindComponents(sonTf, index + 1, ref dict);            }        }    }    public static void SetTexture(Texture2D tex)    {        string path = AssetDatabase.GetAssetPath(tex);        TextureImporter importer = AssetImporter.GetAtPath(path) as TextureImporter;        if (importer != null)        {            if (!(importer.textureType == TextureImporterType.NormalMap || importer.normalmap))                importer.mipmapEnabled = false;            importer.npotScale = TextureImporterNPOTScale.ToNearest;            importer.textureType = TextureImporterType.Default;            importer.spriteImportMode = SpriteImportMode.None;            importer.isReadable = false;            if (path.Contains("_alpha8"))            {                importer.textureFormat = TextureImporterFormat.Alpha8;            }            else            {                importer.textureFormat = SetTextureFormat(tex, importer);            }            importer.maxTextureSize = 8192;            AssetDatabase.ImportAsset(path);        }    }    static TextureImporterFormat SetTextureFormat(Texture t, TextureImporter importer)    {        TextureImporterFormat TextureFormat;#if UNITY_IPHONE        if (fun(t.width) && fun(t.height))        {            if (importer.DoesSourceTextureHaveAlpha())            {                TextureFormat = TextureImporterFormat.PVRTC_RGBA4;            }            else            {                TextureFormat = TextureImporterFormat.PVRTC_RGB4;            }        }        else        {            TextureFormat = TextureImporterFormat.ETC2_RGBA8;                            }                    #elif UNITY_ANDROID        if (fun(t.width) && fun(t.height))        {            if (importer.DoesSourceTextureHaveAlpha())            {                //importer.alphaIsTransparency = true;                TextureFormat = TextureImporterFormat.ETC2_RGBA8;            }            else                TextureFormat = TextureImporterFormat.ETC_RGB4;        }        else {            if (importer.DoesSourceTextureHaveAlpha())            {                //importer.alphaIsTransparency = true;                TextureFormat = TextureImporterFormat.RGBA16;            }            else                TextureFormat = TextureImporterFormat.RGB16;            Debug.LogWarning("Texture " + t.name + " 尺寸不为2的幂次方,无法使用ETC压缩,当前使用 " + TextureFormat.ToString());        }#else        TextureFormat = TextureImporterFormat.RGBA32;#endif        return TextureFormat;    }    static bool fun(int v)    {        bool flag = false;        if ((v > 0) && (v & (v - 1)) == 0)            flag = true;        return flag;    }    public static void ExportModifyFilesInfo(string path)    {        string extension = "";        string[] retFils = Directory.GetFiles(path, "*.manifest", SearchOption.AllDirectories);        //LocalFilesInfo filesInfo = ScriptableObject.CreateInstance<LocalFilesInfo>();        foreach (var item in retFils)        {            File.Delete(item);        }    }    private static void FileCopy(string sourceFileName, string destFileName)    {        string dictName = Path.GetDirectoryName(destFileName);        CreatePath(dictName);        File.Copy(sourceFileName, destFileName);    }    private static string GetMD5HashFromFile(string fileName)    {        try        {            FileStream file = new FileStream(fileName, FileMode.Open);            System.Security.Cryptography.MD5 md5 = new System.Security.Cryptography.MD5CryptoServiceProvider();            byte[] retVal = md5.ComputeHash(file);            file.Close();            StringBuilder sb = new StringBuilder();            for (int i = 0; i < retVal.Length; i++)            {                sb.Append(retVal[i].ToString("x2"));            }            return sb.ToString();        }        catch (System.Exception ex)        {            throw new System.Exception("GetMD5HashFromFile() fail, error:" + ex.Message);        }    }    public static void ChangeTextureFormat(Object obj)    {        Object[] dependObjects;        dependObjects = EditorUtility.CollectDependencies(new Object[] { obj });        foreach (Object val in dependObjects)        {            if (val is Texture2D)            {                SetTexture(val as Texture2D);            }        }        AssetDatabase.Refresh();    }    public static void SetAssetBundlesName<T>(List<T> list, string Extension, bool needRefresh) where T : Object    {        for (int i = 0; i < list.Count; i++)        {            SetAssetBundleName(list[i], Extension, needRefresh);        }    }    public static void SetAssetBundleName<T>(T asset, string Extension, bool needRefresh) where T : Object    {        string path = AssetDatabase.GetAssetPath(asset);        SetBundleName(path, Extension, needRefresh);    }}



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