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调整目录结构,实现框架与demo的分离解耦
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.gitignore

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@@ -11,3 +11,4 @@
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/Assets/StreamingAssets.meta
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/Server/Server/bin/Debug/Logs
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/Assets/UnityVS
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/Assets/UnityVS.meta

Assets/Editor/Packager.cs

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@@ -48,7 +48,9 @@ public static void BuildAssetResource(BuildTarget target, bool isWin) {
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string assetfile = string.Empty; //素材文件名
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string resPath = AppDataPath + "/" + AppConst.AssetDirname + "/";
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if (!Directory.Exists(resPath)) Directory.CreateDirectory(resPath);
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BuildPipeline.BuildAssetBundles(resPath, BuildAssetBundleOptions.None, target);
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if (AppConst.ExampleMode) {
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BuildPipeline.BuildAssetBundles(resPath, BuildAssetBundleOptions.None, target);
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}
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string luaPath = resPath + "/lua/";
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@@ -167,7 +169,11 @@ static void EncodeLuaFile(string srcFile, string outFile, bool isWin) {
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[MenuItem("Game/Build Protobuf-lua-gen File")]
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public static void BuildProtobufFile() {
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string dir = AppDataPath + "/Lua/bin";
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if (!AppConst.ExampleMode) {
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Debugger.LogError("若使用编码Protobuf-lua-gen功能,需要自己配置外部环境!!");
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return;
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}
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string dir = AppDataPath + "/Lua/3rd/pblua";
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paths.Clear(); files.Clear(); Recursive(dir);
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string protoc = "d:/protobuf-2.4.1/src/protoc.exe";
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