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版本:1.5.x

Class BuildBundleInfo

Assembly: YooAsset.Editor.dll​
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Declaration
public class BuildBundleInfo

Properties​

BundleName​

资源包名称

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Declaration
public string BundleName { get; }

LoadMethod​

Bundle文件的加载方法

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Declaration
public EBundleLoadMethod LoadMethod { get; set; }

EncryptedFilePath​

加密生成文件的路径 注意:如果未加密该路径为空

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Declaration
public string EncryptedFilePath { get; set; }

IsRawFile​

是否为原生文件

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Declaration
public bool IsRawFile { get; }

IsEncryptedFile​

是否为加密文件

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Declaration
public bool IsEncryptedFile { get; }

Fields​

AllMainAssets​

参与构建的资源列表 注意:不包含零依赖资源

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Declaration
public readonly List<BuildAssetInfo> AllMainAssets

BundleInfo​

补丁文件信息

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Declaration
public readonly BuildBundleInfo.InfoWrapper BundleInfo

Methods​

PackAsset(BuildAssetInfo)​

添加一个打包资源

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Declaration
public void PackAsset(BuildAssetInfo assetInfo)
Parameters​
TypeName
YooAsset.Editor.BuildAssetInfoassetInfo

IsContainsAsset(string)​

是否包含指定资源

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Declaration
public bool IsContainsAsset(string assetPath)
Returns​

System.Boolean

Parameters​
TypeName
System.StringassetPath

GetBundleTags()​

获取资源包的分类标签列表

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Declaration
public string[] GetBundleTags()
Returns​

System.String[]

GetAllBuiltinAssetPaths()​

获取该资源包内的所有资源(包括零依赖资源)

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Declaration
public List<string> GetAllBuiltinAssetPaths()
Returns​

System.Collections.Generic.List<System.String>

GetAllMainAssetPaths()​

获取构建的资源路径列表

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Declaration
public string[] GetAllMainAssetPaths()
Returns​

System.String[]

GetAllMainAssetInfos()​

获取所有写入补丁清单的资源

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Declaration
public BuildAssetInfo[] GetAllMainAssetInfos()
Returns​

YooAsset.Editor.BuildAssetInfo[]

CreatePipelineBuild()​

创建AssetBundleBuild类

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Declaration
public AssetBundleBuild CreatePipelineBuild()
Returns​

UnityEditor.AssetBundleBuild