using System.Collections; using System.Collections.Generic; using System.IO; using Convention.SO; using UnityEditor; using UnityEngine; namespace Convention { public class FileEditor : AbstractCustomEditor { [MenuItem("Convention/AssetBundle/Create for Android")] static void CreatAssetBundle() { string path = Path.Combine(Application.streamingAssetsPath, "AssetBundle", "Android"); 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() { string dirName = "AssetBundles/IOS/IOS"; 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() { string path = Path.Combine(Application.streamingAssetsPath, "AssetBundle", "Windows"); 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() { string path = Path.Combine(Application.streamingAssetsPath, "AssetBundle", "Mac"); if (!Directory.Exists(path)) { Directory.CreateDirectory(path); } BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.None, BuildTarget.StandaloneOSX); UnityEngine.Debug.Log("Mac Finish!"); } } }