【IOS】修改iOS包的AB包目录结构
parent
ab339f2b37
commit
683a13bf2a
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@ -552,6 +552,9 @@ namespace GameEditor.AssetBundle
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string assetBundleName = path.Replace(GameLogic.AppConst.GameResName + "/",string.Empty);
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string assetBundleName = path.Replace(GameLogic.AppConst.GameResName + "/",string.Empty);
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assetBundleName = compressType.ToString() + "/" + assetBundleName;
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assetBundleName = compressType.ToString() + "/" + assetBundleName;
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#if PLATFORM_IOS
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assetBundleName = assetBundleName.Replace("/", "_");
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#endif
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//Debug.LogError("path:" + path + " => abname:" + assetBundleName);
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//Debug.LogError("path:" + path + " => abname:" + assetBundleName);
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return assetBundleName;
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return assetBundleName;
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}
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}
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@ -125,8 +125,15 @@ namespace GameEditor.FrameTool {
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{
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{
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string exportPath = AssetBundle.AssetBundleConfig.GetExportPath(EditorUserBuildSettings.activeBuildTarget);
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string exportPath = AssetBundle.AssetBundleConfig.GetExportPath(EditorUserBuildSettings.activeBuildTarget);
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string targetPath = FrameTool.GetStreamingAssetPath(EditorUserBuildSettings.activeBuildTarget);
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string targetPath = FrameTool.GetStreamingAssetPath(EditorUserBuildSettings.activeBuildTarget);
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#if PLATFORM_IOS
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File.Copy(exportPath + "/lzma_luabytes.unity3d", targetPath + "/lzma_luabytes.unity3d", true);
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File.Copy(exportPath + "/lzma_resconfigs.unity3d", targetPath + "/lzma_resconfigs.unity3d", true);
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#else
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File.Copy(exportPath + "/lzma/luabytes.unity3d", targetPath + "/lzma/luabytes.unity3d", true);
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File.Copy(exportPath + "/lzma/luabytes.unity3d", targetPath + "/lzma/luabytes.unity3d", true);
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File.Copy(exportPath + "/lzma/resconfigs.unity3d", targetPath + "/lzma/resconfigs.unity3d", true);
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File.Copy(exportPath + "/lzma/resconfigs.unity3d", targetPath + "/lzma/resconfigs.unity3d", true);
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#endif
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File.Copy(exportPath + "/files.unity3d", targetPath + "/files.unity3d", true);
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File.Copy(exportPath + "/files.unity3d", targetPath + "/files.unity3d", true);
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//SaveVersionFile();
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//SaveVersionFile();
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}
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}
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@ -52,10 +52,16 @@ public class GameStart : MonoBehaviour
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bool isShowSplash = true;
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bool isShowSplash = true;
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if (isShowSplash)
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if (isShowSplash)
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{
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{
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string path = AppConst.PersistentDataPath + "lz4/splashpanel.unity3d";
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#if PLATFORM_IOS
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string splashFilePath = "lz4_splashpanel.unity3d";
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#else
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string splashFilePath = "lz4/splashpanel.unity3d";
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#endif
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string path = AppConst.PersistentDataPath + splashFilePath;
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if (!File.Exists(path))
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if (!File.Exists(path))
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{
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{
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path = AppConst.StreamPath + "lz4/splashpanel.unity3d";
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path = AppConst.StreamPath + splashFilePath;
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}
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}
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bundle = AssetBundle.LoadFromFile(path, 0, GameLogic.AppConst.EncyptBytesLength);
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bundle = AssetBundle.LoadFromFile(path, 0, GameLogic.AppConst.EncyptBytesLength);
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GameObject gameObj = bundle.LoadAsset<GameObject>("SplashPanel");
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GameObject gameObj = bundle.LoadAsset<GameObject>("SplashPanel");
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@ -114,10 +114,16 @@ namespace GameLogic {
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void CreateUpdatePanel() {
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void CreateUpdatePanel() {
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if (AppConst.bundleMode)
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if (AppConst.bundleMode)
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{
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{
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string path = AppConst.PersistentDataPath + "lz4/updatepanel.unity3d";
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#if PLATFORM_IOS
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string updateFilePath = "lz4_updatepanel.unity3d";
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#else
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string updateFilePath = "lz4/updatepanel.unity3d";
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#endif
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string path = AppConst.PersistentDataPath + updateFilePath;
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if (!File.Exists(path))
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if (!File.Exists(path))
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{
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{
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path = AppConst.StreamPath + "lz4/updatepanel.unity3d";
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path = AppConst.StreamPath + updateFilePath;
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}
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}
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bundle = AssetBundle.LoadFromFile(path, 0, GameLogic.AppConst.EncyptBytesLength);
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bundle = AssetBundle.LoadFromFile(path, 0, GameLogic.AppConst.EncyptBytesLength);
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if (bundle == null)
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if (bundle == null)
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