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using UnityEditor;
using UnityEngine;
using System.IO ;
/// <summary>
/// Create asset bundles for different OS
/// </summary>
public class AssetBundleCreation
{
private static string s_exportPath = "Assets/AssetBundles" ;
#if UNITY_IOS
[MenuItem("ARF/Build AssetBundles iOS")]
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static void BuildAllAssetBundlesIOS()
{
CheckDirectory();
BuildPipeline.BuildAssetBundles(s_exportPath, BuildAssetBundleOptions.None, BuildTarget.iOS);
}
#endif
#if UNITY_EDITOR_WIN
[MenuItem("ARF/Build AssetBundles Windows")]
static void BuildAllAssetBundlesWindows()
{
CheckDirectory();
BuildPipeline.BuildAssetBundles(s_exportPath, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows);
}
#endif
#if UNITY_ANDROID
[MenuItem("ARF/Build AssetBundles Android")]
static void BuildAllAssetBundlesAndroid()
{
CheckDirectory();
BuildPipeline.BuildAssetBundles(s_exportPath, BuildAssetBundleOptions.None, BuildTarget.Android);
}
#endif
static void CheckDirectory()
{
if (!Directory.Exists(s_exportPath))
{
Directory.CreateDirectory(s_exportPath);
}
}
}