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
Type | Name |
---|---|
YooAsset.Editor.BuildAssetInfo | assetInfo |
IsContainsAsset(string)
是否包含指定资源
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Declaration
public bool IsContainsAsset(string assetPath)
Returns
System.Boolean
Parameters
Type | Name |
---|---|
System.String | assetPath |
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