using System.Collections.Generic; using UnityEngine; namespace GFGEditor { [CreateAssetMenu(menuName = "Build/BuildSetting", fileName = "BuildSetting", order = 0)] public class BuildSetting : ScriptableObject { public List dirBundleList = new List { "Assets/Res/Animation/DressUp", "Assets/Res/Effect", "Assets/ResIn/UI" }; public static BuildSetting GetBuildSetting() { return VEngine.Editor.Builds.Settings.LoadAsset("Assets/BuildSetting.asset"); } } }