using UnityEngine; using UnityEditor; using System.IO; public class BuildAssetBundles { [MenuItem("Window/Build FairyGUI Example Bundles")] public static void Build() { string testPath = "UI/BundleUsage_fui"; Object obj = Resources.Load(testPath); string path = AssetDatabase.GetAssetPath(obj); if(string.IsNullOrEmpty(path)) { Debug.LogWarning("sample not found: " + testPath); return; } string basePath = path.Substring(0, path.Length - testPath.Length - 6); for (int i = 0; i < 10; i++) { AssetImporter.GetAtPath(basePath + "Icons/i" + i + ".png").assetBundleName = "fairygui-examples/i" + i + ".ab"; } AssetImporter.GetAtPath(basePath + "UI/BundleUsage_fui.bytes").assetBundleName = "fairygui-examples/bundleusage.ab"; AssetImporter.GetAtPath(basePath + "UI/BundleUsage_atlas0.png").assetBundleName = "fairygui-examples/bundleusage.ab"; if (!Directory.Exists(Application.streamingAssetsPath)) Directory.CreateDirectory(Application.streamingAssetsPath); BuildPipeline.BuildAssetBundles(Application.streamingAssetsPath, BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget); } }