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Bundler.cs
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Bundler.cs
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using UnityEditor;
public class Bundler
{
const string dir = "AssetBundles";
const string extension = ".scan";
[MenuItem("SCANsat/Build All Bundles")]
static void BuildAllAssetBundles()
{
BuildTarget[] platforms = { BuildTarget.StandaloneWindows
, BuildTarget.StandaloneOSXUniversal
, BuildTarget.StandaloneLinux };
string[] platformExts = { "-windows", "-macosx", "-linux" };
for (int i = 0; i < platforms.Length; i++)
{
BuildPipeline.BuildAssetBundles(dir, BuildAssetBundleOptions.UncompressedAssetBundle | BuildAssetBundleOptions.ForceRebuildAssetBundle, platforms[i]);
string outFile = dir + "/scan_shaders" + platformExts[i] + extension;
FileUtil.ReplaceFile(dir + "/scan_shaders", outFile);
}
BuildPipeline.BuildAssetBundles(dir, BuildAssetBundleOptions.ChunkBasedCompression | BuildAssetBundleOptions.ForceRebuildAssetBundle, BuildTarget.StandaloneWindows);
FileUtil.ReplaceFile(dir + "/scan_prefabs", dir + "/scan_prefabs" + extension);
FileUtil.ReplaceFile(dir + "/scan_icons", dir + "/scan_icons" + extension);
FileUtil.ReplaceFile(dir + "/scan_unity_skin", dir + "/scan_unity_skin" + extension);
FileUtil.DeleteFileOrDirectory(dir + "/scan_prefabs");
FileUtil.DeleteFileOrDirectory(dir + "/scan_icons");
FileUtil.DeleteFileOrDirectory(dir + "/scan_unity_skin");
FileUtil.DeleteFileOrDirectory(dir + "/scan_shaders");
}
[MenuItem("SCANsat/Build Core Bundles")]
static void BuildCoreAssetBundles()
{
BuildPipeline.BuildAssetBundles(dir, BuildAssetBundleOptions.ChunkBasedCompression | BuildAssetBundleOptions.ForceRebuildAssetBundle, BuildTarget.StandaloneWindows);
FileUtil.ReplaceFile(dir + "/scan_prefabs", dir + "/scan_prefabs" + extension);
FileUtil.ReplaceFile(dir + "/scan_icons", dir + "/scan_icons" + extension);
FileUtil.ReplaceFile(dir + "/scan_unity_skin", dir + "/scan_unity_skin" + extension);
FileUtil.DeleteFileOrDirectory(dir + "/scan_prefabs");
FileUtil.DeleteFileOrDirectory(dir + "/scan_icons");
FileUtil.DeleteFileOrDirectory(dir + "/scan_unity_skin");
FileUtil.DeleteFileOrDirectory(dir + "/scan_shaders");
}
}