feat(utils): 添加二进制文件读取器 BinaryReader
refactor(assets): 将着色器路径从 "shaders" 改为 "assets/shaders" refactor(build): 统一各平台资源目录复制逻辑为 assets 目录 style: 更新 .gitignore 忽略参考代码目录和 .pvf 文件
This commit is contained in:
@@ -16,26 +16,17 @@ target("Frostbite2D")
|
||||
add_packages("libsdl2")
|
||||
add_packages("glm")
|
||||
|
||||
-- 复制着色器文件到输出目录
|
||||
-- 复制 assets 目录到输出目录
|
||||
after_build(function (target)
|
||||
-- 复制 shaders 目录
|
||||
local shaders_dir = path.join(os.projectdir(), "Game/shaders")
|
||||
-- 复制 assets 目录
|
||||
local assets_dir = path.join(os.projectdir(), "Game/assets")
|
||||
local output_dir = target:targetdir()
|
||||
local target_shaders_dir = path.join(output_dir, "shaders")
|
||||
local target_assets_dir = path.join(output_dir, "assets")
|
||||
|
||||
if os.isdir(shaders_dir) then
|
||||
-- 确保目标目录存在
|
||||
if not os.isdir(target_shaders_dir) then
|
||||
os.mkdir(target_shaders_dir)
|
||||
end
|
||||
|
||||
-- 复制所有着色器文件
|
||||
for _, file in ipairs(os.files(path.join(shaders_dir, "*.*"))) do
|
||||
local filename = path.filename(file)
|
||||
local target_file = path.join(target_shaders_dir, filename)
|
||||
os.cp(file, target_file)
|
||||
print("Copy shader: " .. filename)
|
||||
end
|
||||
if os.isdir(assets_dir) then
|
||||
os.rm(target_assets_dir)
|
||||
os.cp(assets_dir, output_dir)
|
||||
print("Copy assets directory: " .. assets_dir .. " -> " .. target_assets_dir)
|
||||
end
|
||||
|
||||
-- 复制 SDL2 DLL (Windows 平台)
|
||||
|
||||
Reference in New Issue
Block a user