Files
Convention-Unity/Convention/Editor/File.cs

59 lines
2.1 KiB
C#
Raw Normal View History

2025-09-02 01:12:08 +08:00
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Convention
{
public class FileEditor : AbstractCustomEditor
{
[MenuItem("Convention/AssetBundle/Create for Android")]
static void CreatAssetBundle()
{
2025-10-05 02:10:18 +08:00
string path = Path.Combine(Application.dataPath, "../", "AssetBundle", "Android");
2025-09-02 01:12:08 +08:00
if (!Directory.Exists(path))
{
Directory.CreateDirectory(path);
}
BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.None, BuildTarget.Android);
UnityEngine.Debug.Log("Android Finish!");
}
[MenuItem("Convention/AssetBundle/Create for IOS")]
static void BuildAllAssetBundlesForIOS()
{
2025-10-05 02:10:18 +08:00
string dirName = "AssetBundles/IOS/";
2025-09-02 01:12:08 +08:00
if (!Directory.Exists(dirName))
{
Directory.CreateDirectory(dirName);
}
BuildPipeline.BuildAssetBundles(dirName, BuildAssetBundleOptions.None, BuildTarget.iOS);
UnityEngine.Debug.Log("IOS Finish!");
}
[MenuItem("Convention/AssetBundle/Create for Windows")]
static void CreatPCAssetBundleForwINDOWS()
{
2025-10-05 02:10:18 +08:00
string path = Path.Combine(Application.dataPath, "../", "AssetBundle", "Windows");
2025-09-02 01:12:08 +08:00
if (!Directory.Exists(path))
{
Directory.CreateDirectory(path);
}
BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64);
UnityEngine.Debug.Log("Windows Finish!");
}
[MenuItem("Convention/AssetBundle/Create for Mac")]
static void CreatPCAssetBundleForMac()
{
2025-10-05 02:10:18 +08:00
string path = Path.Combine(Application.dataPath, "../", "AssetBundle", "Mac");
2025-09-02 01:12:08 +08:00
if (!Directory.Exists(path))
{
Directory.CreateDirectory(path);
}
BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.None, BuildTarget.StandaloneOSX);
UnityEngine.Debug.Log("Mac Finish!");
}
}
}