42 lines
1.7 KiB
C#
42 lines
1.7 KiB
C#
using CaoCao.XAsset;
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using UnityEngine;
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namespace CaoCao.Editor
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{
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public enum BundleMode
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{
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PackTogether,
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PackByEntry,
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PackByFile,
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PackByFolder,
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PackByTopSubFolder,
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PackByRaw,
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PackByCustom
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}
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[CreateAssetMenu(menuName = "CaoCao/XAsset/" + nameof(BuildGroup), fileName = nameof(BuildGroup))]
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public class BuildGroup : ScriptableObject
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{
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[Tooltip("打包模式: 游戏运行时生命周期相同(同时加载同时回收)的资源应该尽量用一个相同的名字打包到一起 \n" +
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"PackTogether: 所有采集到的资源都按分组名字打包 \n" +
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"PackByEntry: 按分组的 Entries 中的 Entry 的名字打包 \n" +
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"PackByFile: 每个文件都会被打包到一个独立的包中 \n" +
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"PackByFolder: 按文件夹为单位打包 \n" +
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"PackByTopSubFolder: 按分组的 Entries 中每一个 Entry 的顶层子文件夹打包,子文件夹和顶层子文件夹共享一个打包分组 \n" +
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"PackByRaw: 按原始格式打包,不打包 AssetBundle,但是参与版本更新 \n" +
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"PackByCustom: 按自定义包名的返回打包,如果没有实现默认按文件打包 \n")]
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public BundleMode bundleMode = BundleMode.PackByFile;
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[Tooltip("寻址模式: \n" +
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"LoadByPath: 按 Assets 路径加载,始终有效 \n" +
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"LoadByName: 按 文件名 加载 \n" +
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"LoadByNameWithoutExtension: 按 不带扩张名的文件名 加载 \n" +
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"LoadByDependencies: 按 依赖 加载 \n")]
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public AddressMode addressMode = AddressMode.LoadByPath;
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[Tooltip("需要打包的资源节点,可以包含文件或文件夹,可以批量拖拽选中对象赋值。")]
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public Object[] entries;
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[Tooltip("可以针对资源节点进行筛选")]
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public string filter;
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public string build { get; set; }
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}
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} |