Unity's Assetbundle auto-naming, taking my name Lua as an example

Source: Internet
Author: User

    Static stringTestDir ="assets/luascripts/"; [MenuItem ("Test/lua naming")]     Public Static voidMakeluabundlenames () {//get all files under the TestDir path        foreach(varFilePathinchDirectory.GetFiles (TestDir,"*.*", Searchoption.alldirectories)) {            //exclude. Meta files            if(filepath. EndsWith (". Meta"))Continue; //Get Files            varImporter =Assetimporter.getatpath (filepath); //exclude some empty files such as folders            if(Importer = =NULL)            {                //log.error ("not found: {0}", filepath);                Continue; }            //get the exact path to the file in this TestDir            varBundlename = filepath. Substring (Testdir.length, filepath. Length-testdir.length); //Debug.Log (bundlename);            /************************************ My LUA naming rules **************************************/            //1. The outermost layer will not be named (the outermost layer will have some other files) [a "\" will not be named]//2. Named Ablua/lua_ First Level directory _ Second level directory, example: Ablua/lua_ablua_battle//3. Current 2-tier catalogue            Charb ='\\'; //the C # LINQ language queries the number of characters//int num = (from q in Bundlename where Q.contains (b) Select q).            Count (); //using LAMDA Expressions            intCount = bundlename.count (ch = ch = =b); if(Count = =2)            {                string[] str = Bundlename.split ('\\'); stringLuaname ="Ablua/lua_"+ str[0] +"_"+ str[1]; //Assigning a value to the AB nameImporter.assetbundlename =Luaname; }            /*********************************************************************************************/} Debug.Log ("finished"); }

Unity's Assetbundle auto-naming, taking my name Lua as an example

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