68 lines
2.1 KiB
C#
68 lines
2.1 KiB
C#
|
|
|
|||
|
|
namespace YooAsset.Editor
|
|||
|
|
{
|
|||
|
|
public class CollectCommand
|
|||
|
|
{
|
|||
|
|
/// <summary>
|
|||
|
|
/// 构建模式
|
|||
|
|
/// </summary>
|
|||
|
|
public EBuildMode BuildMode { private set; get; }
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 包裹名称
|
|||
|
|
/// </summary>
|
|||
|
|
public string PackageName { private set; get; }
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 忽略Unity引擎无法识别的文件
|
|||
|
|
/// </summary>
|
|||
|
|
public bool IgnoreDefaultType { private set; get; }
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 启用可寻址资源定位
|
|||
|
|
/// </summary>
|
|||
|
|
public bool EnableAddressable { private set; get; }
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 资源定位地址大小写不敏感
|
|||
|
|
/// </summary>
|
|||
|
|
public bool LocationToLower { private set; get; }
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 包含资源GUID数据
|
|||
|
|
/// </summary>
|
|||
|
|
public bool IncludeAssetGUID { private set; get; }
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 自动收集所有着色器
|
|||
|
|
/// </summary>
|
|||
|
|
public bool AutoCollectShaders { private set; get; }
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 资源包名唯一化
|
|||
|
|
/// </summary>
|
|||
|
|
public bool UniqueBundleName { private set; get; }
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 着色器统一全名称
|
|||
|
|
/// </summary>
|
|||
|
|
public string ShadersBundleName { private set; get; }
|
|||
|
|
|
|||
|
|
|
|||
|
|
public CollectCommand(EBuildMode buildMode, string packageName, bool enableAddressable, bool locationToLower, bool includeAssetGUID, bool ignoreDefaultType, bool autoCollectShaders, bool uniqueBundleName)
|
|||
|
|
{
|
|||
|
|
BuildMode = buildMode;
|
|||
|
|
PackageName = packageName;
|
|||
|
|
EnableAddressable = enableAddressable;
|
|||
|
|
LocationToLower = locationToLower;
|
|||
|
|
IncludeAssetGUID = includeAssetGUID;
|
|||
|
|
IgnoreDefaultType = ignoreDefaultType;
|
|||
|
|
AutoCollectShaders = autoCollectShaders;
|
|||
|
|
UniqueBundleName = uniqueBundleName;
|
|||
|
|
|
|||
|
|
// 着色器统一全名称
|
|||
|
|
var packRuleResult = DefaultPackRule.CreateShadersPackRuleResult();
|
|||
|
|
ShadersBundleName = packRuleResult.GetBundleName(packageName, uniqueBundleName);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}
|