using UnityEditor; namespace CaoCao.Editor { public class DefaultBuildPipeline : IBuildPipeline { public IAssetBundleManifest BuildAssetBundles(string outputPath, AssetBundleBuild[] builds, BuildAssetBundleOptions options, BuildTarget target) { var manifest = BuildPipeline.BuildAssetBundles(outputPath, builds, options, target); return manifest != null ? new DefaultAssetBundleManifest(manifest) : null; } } }