using System; using UnityEditor; using UnityEngine; namespace CaoCao.Editor { [Serializable] public class BuildParameters { [Tooltip("打包的序号,默认为 0,当序号 > 0 时,会以此序号作为最终生成的数据的版本号")] public int buildNumber; [Tooltip("是否为分包,分包表示为在该包下载完成前,不会热更包内资源")] public bool subPackage; //是否分包 public bool optimizeDependentAssets = true; public bool forceRebuild; public BuildAssetBundleOptions options = BuildAssetBundleOptions.ChunkBasedCompression; public BuildGroup[] groups; public string name { get; set; } } [CreateAssetMenu(menuName = "CaoCao/XAsset/" + nameof(Build), fileName = nameof(Build))] public class Build : ScriptableObject { public BuildParameters parameters; } }