打包模式新增按文件夹打包
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@ -1,7 +1,9 @@
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using UnityEditor;
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using UnityEngine;
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@ -176,7 +178,7 @@ namespace VersionFlow.Editors
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var tempColor = GUI.color;
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if (modeValue == group.BuildMode) GUI.color = Color.green;
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else GUI.color = Color.white;
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if (GUILayout.Button(modeName))
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if (GUILayout.Button(new GUIContent(modeName, GetDescrib(modeValue))))
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{
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group.BuildMode = modeValue;
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}
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@ -267,6 +269,13 @@ namespace VersionFlow.Editors
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return Color.white;
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}
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string GetDescrib<T>(T value) where T : Enum
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{
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var enumType = typeof(T);
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var desAtt = enumType.GetField(value.ToString()).GetCustomAttribute<DescriptionAttribute>();
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return desAtt != null ? desAtt.Description : value.ToString();
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}
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}
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private void DrawCompareResult(List<BundleCompare> compareResult, Dictionary<string, BundleExtraInfo> bundleExtraInfo)
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@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.IO;
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using System.Linq;
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using UnityEditor;
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@ -180,6 +181,10 @@ namespace VersionFlow.Runtime
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assetInfo.BundleName = $"{Folder.name}_{subtopFold}";
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}
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}
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else if (BuildMode == EnumBuildMode.OneFolderOnePack)
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{
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assetInfo.BundleName = $"{Folder.name}";
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}
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//Unity不允许场景和资源打包到一个bundle中,所以如果该资源是场景,则Bundle名称添加一个后缀
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if (assetType == typeof(SceneAsset))
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@ -217,11 +222,17 @@ namespace VersionFlow.Runtime
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public enum EnumBuildMode
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{
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/// <summary> 将文件夹下所有Asset打包到一个bundle </summary>
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[Description("将文件夹下所有Asset打包到一个bundle")]
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PackTogether,
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/// <summary> 将文件夹下每个Asset打包成一个Bundle </summary>
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[Description("将文件夹下每个Asset打包成一个Bundle")]
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OneAssetOnePack,
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/// <summary> 将文件夹下一级文件打包为一个Bundle </summary>
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SubTopPack
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[Description("将文件夹下一级文件打包为一个Bundle")]
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SubTopPack,
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/// <summary> 列表中指定的每一个文件夹打包为一个Bundle </summary>
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[Description("列表中指定的每一个文件夹打包为一个Bundle")]
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OneFolderOnePack
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}
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}
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