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- using XGame.Editor.Asset;
- using System;
- namespace XGame.Editor.Build
- {
- [BuildCommand((uint)BuildCommandPriority.BuildPostProcessor)]
- class CmdBuildPostProcessor : BaseBuildCommand, ICommandExecuter
- {
- public BuildErrorCode Execute()
- {
- try
- {
- var abOutputPathPath = PathDefine.AssetBundleOutputPath;
- if (System.IO.Directory.Exists(abOutputPathPath))
- {
- // 把ab输出目录也删了
- UnityEditor.FileUtil.DeleteFileOrDirectory(abOutputPathPath);
- }
- //打包完删除streamingAssetsPath
- if (System.IO.Directory.Exists(UnityEngine.Application.streamingAssetsPath))
- {
- UnityEditor.FileUtil.DeleteFileOrDirectory(UnityEngine.Application.streamingAssetsPath);
- UnityEditor.AssetDatabase.Refresh();
- }
- if (!Context.config.project.isSaveSpriteAtlas)
- {
- (new SpriteAtlasClearTask()).Run();
- }
- }
- catch (Exception ex)
- {
- BuildLog.Exception(ex);
- }
- BuildLog.Log("CmdBuildPostProcessor Finish.");
- return BuildErrorCode.CmdCompleted;
- }
- }
- }
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