更新一些冲突内容
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61
Convention/Editor/File.cs
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61
Convention/Editor/File.cs
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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 Convention.SO;
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using UnityEditor;
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using UnityEngine;
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namespace Convention
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{
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public class FileEditor : AbstractCustomEditor
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{
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[MenuItem("Convention/AssetBundle/Create for Android")]
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static void CreatAssetBundle()
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{
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string path = Path.Combine(Application.streamingAssetsPath, "AssetBundle", "Android");
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if (!Directory.Exists(path))
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{
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Directory.CreateDirectory(path);
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}
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BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.None, BuildTarget.Android);
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UnityEngine.Debug.Log("Android Finish!");
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}
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[MenuItem("Convention/AssetBundle/Create for IOS")]
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static void BuildAllAssetBundlesForIOS()
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{
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string dirName = "AssetBundles/IOS/IOS";
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if (!Directory.Exists(dirName))
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{
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Directory.CreateDirectory(dirName);
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}
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BuildPipeline.BuildAssetBundles(dirName, BuildAssetBundleOptions.None, BuildTarget.iOS);
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UnityEngine.Debug.Log("IOS Finish!");
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}
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[MenuItem("Convention/AssetBundle/Create for Windows")]
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static void CreatPCAssetBundleForwINDOWS()
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{
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string path = Path.Combine(Application.streamingAssetsPath, "AssetBundle", "Windows");
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if (!Directory.Exists(path))
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{
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Directory.CreateDirectory(path);
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}
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BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64);
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UnityEngine.Debug.Log("Windows Finish!");
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}
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[MenuItem("Convention/AssetBundle/Create for Mac")]
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static void CreatPCAssetBundleForMac()
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{
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string path = Path.Combine(Application.streamingAssetsPath, "AssetBundle", "Mac");
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if (!Directory.Exists(path))
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{
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Directory.CreateDirectory(path);
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}
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BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.None, BuildTarget.StandaloneOSX);
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UnityEngine.Debug.Log("Mac Finish!");
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}
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}
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}
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11
Convention/Editor/File.cs.meta
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11
Convention/Editor/File.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 0fde7509f09639547adff8534a7d9698
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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