BuildAssetInfo.cs 3.7 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.Linq;
  5. namespace YooAsset.Editor
  6. {
  7. public class BuildAssetInfo
  8. {
  9. private bool _isAddAssetTags = false;
  10. private readonly HashSet<string> _referenceBundleNames = new HashSet<string>();
  11. /// <summary>
  12. /// 收集器类型
  13. /// </summary>
  14. public ECollectorType CollectorType { private set; get; }
  15. /// <summary>
  16. /// 资源包完整名称
  17. /// </summary>
  18. public string BundleName { private set; get; }
  19. /// <summary>
  20. /// 可寻址地址
  21. /// </summary>
  22. public string Address { private set; get; }
  23. /// <summary>
  24. /// 资源信息
  25. /// </summary>
  26. public AssetInfo AssetInfo { private set; get; }
  27. /// <summary>
  28. /// 资源的分类标签
  29. /// </summary>
  30. public readonly List<string> AssetTags = new List<string>();
  31. /// <summary>
  32. /// 依赖的所有资源
  33. /// 注意:包括零依赖资源和冗余资源(资源包名无效)
  34. /// </summary>
  35. public List<BuildAssetInfo> AllDependAssetInfos { private set; get; }
  36. public BuildAssetInfo(ECollectorType collectorType, string bundleName, string address, AssetInfo assetInfo)
  37. {
  38. CollectorType = collectorType;
  39. BundleName = bundleName;
  40. Address = address;
  41. AssetInfo = assetInfo;
  42. }
  43. public BuildAssetInfo(AssetInfo assetInfo)
  44. {
  45. CollectorType = ECollectorType.None;
  46. BundleName = string.Empty;
  47. Address = string.Empty;
  48. AssetInfo = assetInfo;
  49. }
  50. /// <summary>
  51. /// 设置所有依赖的资源
  52. /// </summary>
  53. public void SetDependAssetInfos(List<BuildAssetInfo> dependAssetInfos)
  54. {
  55. if (AllDependAssetInfos != null)
  56. throw new System.Exception("Should never get here !");
  57. AllDependAssetInfos = dependAssetInfos;
  58. }
  59. /// <summary>
  60. /// 设置资源包名称
  61. /// </summary>
  62. public void SetBundleName(string bundleName)
  63. {
  64. if (HasBundleName())
  65. throw new System.Exception("Should never get here !");
  66. BundleName = bundleName;
  67. }
  68. /// <summary>
  69. /// 添加资源的分类标签
  70. /// 说明:原始定义的资源分类标签
  71. /// </summary>
  72. public void AddAssetTags(List<string> tags)
  73. {
  74. if (_isAddAssetTags)
  75. throw new Exception("Should never get here !");
  76. _isAddAssetTags = true;
  77. foreach (var tag in tags)
  78. {
  79. if (AssetTags.Contains(tag) == false)
  80. {
  81. AssetTags.Add(tag);
  82. }
  83. }
  84. }
  85. /// <summary>
  86. /// 添加关联的资源包名称
  87. /// </summary>
  88. public void AddReferenceBundleName(string bundleName)
  89. {
  90. if (string.IsNullOrEmpty(bundleName))
  91. throw new Exception("Should never get here !");
  92. if (_referenceBundleNames.Contains(bundleName) == false)
  93. _referenceBundleNames.Add(bundleName);
  94. }
  95. /// <summary>
  96. /// 资源包名是否存在
  97. /// </summary>
  98. public bool HasBundleName()
  99. {
  100. if (string.IsNullOrEmpty(BundleName))
  101. return false;
  102. else
  103. return true;
  104. }
  105. /// <summary>
  106. /// 获取关联资源包的数量
  107. /// </summary>
  108. public int GetReferenceBundleCount()
  109. {
  110. return _referenceBundleNames.Count;
  111. }
  112. }
  113. }