CollectCommand.cs 2.1 KB

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  1. 
  2. namespace YooAsset.Editor
  3. {
  4. public class CollectCommand
  5. {
  6. /// <summary>
  7. /// 构建模式
  8. /// </summary>
  9. public EBuildMode BuildMode { private set; get; }
  10. /// <summary>
  11. /// 包裹名称
  12. /// </summary>
  13. public string PackageName { private set; get; }
  14. /// <summary>
  15. /// 忽略Unity引擎无法识别的文件
  16. /// </summary>
  17. public bool IgnoreDefaultType { private set; get; }
  18. /// <summary>
  19. /// 启用可寻址资源定位
  20. /// </summary>
  21. public bool EnableAddressable { private set; get; }
  22. /// <summary>
  23. /// 资源定位地址大小写不敏感
  24. /// </summary>
  25. public bool LocationToLower { private set; get; }
  26. /// <summary>
  27. /// 包含资源GUID数据
  28. /// </summary>
  29. public bool IncludeAssetGUID { private set; get; }
  30. /// <summary>
  31. /// 自动收集所有着色器
  32. /// </summary>
  33. public bool AutoCollectShaders { private set; get; }
  34. /// <summary>
  35. /// 资源包名唯一化
  36. /// </summary>
  37. public bool UniqueBundleName { private set; get; }
  38. /// <summary>
  39. /// 着色器统一全名称
  40. /// </summary>
  41. public string ShadersBundleName { private set; get; }
  42. public CollectCommand(EBuildMode buildMode, string packageName, bool enableAddressable, bool locationToLower, bool includeAssetGUID, bool ignoreDefaultType, bool autoCollectShaders, bool uniqueBundleName)
  43. {
  44. BuildMode = buildMode;
  45. PackageName = packageName;
  46. EnableAddressable = enableAddressable;
  47. LocationToLower = locationToLower;
  48. IncludeAssetGUID = includeAssetGUID;
  49. IgnoreDefaultType = ignoreDefaultType;
  50. AutoCollectShaders = autoCollectShaders;
  51. UniqueBundleName = uniqueBundleName;
  52. // 着色器统一全名称
  53. var packRuleResult = DefaultPackRule.CreateShadersPackRuleResult();
  54. ShadersBundleName = packRuleResult.GetBundleName(packageName, uniqueBundleName);
  55. }
  56. }
  57. }