更改AB包导出位置
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@@ -1,7 +1,4 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.IO;
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using Convention.SO;
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using UnityEditor;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine;
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@@ -12,7 +9,7 @@ namespace Convention
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[MenuItem("Convention/AssetBundle/Create for Android")]
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[MenuItem("Convention/AssetBundle/Create for Android")]
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static void CreatAssetBundle()
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static void CreatAssetBundle()
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{
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{
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string path = Path.Combine(Application.streamingAssetsPath, "AssetBundle", "Android");
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string path = Path.Combine(Application.dataPath, "../", "AssetBundle", "Android");
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if (!Directory.Exists(path))
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if (!Directory.Exists(path))
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{
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{
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Directory.CreateDirectory(path);
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Directory.CreateDirectory(path);
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@@ -24,7 +21,7 @@ namespace Convention
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[MenuItem("Convention/AssetBundle/Create for IOS")]
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[MenuItem("Convention/AssetBundle/Create for IOS")]
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static void BuildAllAssetBundlesForIOS()
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static void BuildAllAssetBundlesForIOS()
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{
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{
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string dirName = "AssetBundles/IOS/IOS";
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string dirName = "AssetBundles/IOS/";
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if (!Directory.Exists(dirName))
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if (!Directory.Exists(dirName))
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{
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{
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Directory.CreateDirectory(dirName);
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Directory.CreateDirectory(dirName);
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@@ -37,7 +34,7 @@ namespace Convention
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[MenuItem("Convention/AssetBundle/Create for Windows")]
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[MenuItem("Convention/AssetBundle/Create for Windows")]
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static void CreatPCAssetBundleForwINDOWS()
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static void CreatPCAssetBundleForwINDOWS()
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{
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{
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string path = Path.Combine(Application.streamingAssetsPath, "AssetBundle", "Windows");
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string path = Path.Combine(Application.dataPath, "../", "AssetBundle", "Windows");
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if (!Directory.Exists(path))
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if (!Directory.Exists(path))
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{
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{
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Directory.CreateDirectory(path);
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Directory.CreateDirectory(path);
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@@ -49,7 +46,7 @@ namespace Convention
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[MenuItem("Convention/AssetBundle/Create for Mac")]
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[MenuItem("Convention/AssetBundle/Create for Mac")]
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static void CreatPCAssetBundleForMac()
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static void CreatPCAssetBundleForMac()
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{
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{
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string path = Path.Combine(Application.streamingAssetsPath, "AssetBundle", "Mac");
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string path = Path.Combine(Application.dataPath, "../", "AssetBundle", "Mac");
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if (!Directory.Exists(path))
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if (!Directory.Exists(path))
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{
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{
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Directory.CreateDirectory(path);
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Directory.CreateDirectory(path);
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