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版本:1.5.x

Class BuildMapContext

Assembly: YooAsset.Editor.dll​
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Declaration
public class BuildMapContext : IContextObject

Properties​

Collection​

资源包信息列表

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Declaration
public Dictionary<string, BuildBundleInfo>.ValueCollection Collection { get; }

Fields​

AssetFileCount​

参与构建的资源总数 说明:包括主动收集的资源以及其依赖的所有资源

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Declaration
public int AssetFileCount

EnableAddressable​

是否启用可寻址资源定位

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Declaration
public bool EnableAddressable

UniqueBundleName​

资源包名唯一化

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Declaration
public bool UniqueBundleName

ShadersBundleName​

着色器统一的全名称

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Declaration
public string ShadersBundleName

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

IsContainsBundle(string)​

是否包含资源包

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Declaration
public bool IsContainsBundle(string bundleName)
Returns​

System.Boolean

Parameters​
TypeName
System.StringbundleName

GetBundleInfo(string)​

获取资源包信息,如果没找到返回NULL

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Declaration
public BuildBundleInfo GetBundleInfo(string bundleName)
Returns​

YooAsset.Editor.BuildBundleInfo

Parameters​
TypeName
System.StringbundleName

GetPipelineBuilds()​

获取构建管线里需要的数据

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Declaration
public AssetBundleBuild[] GetPipelineBuilds()
Returns​

UnityEditor.AssetBundleBuild[]

CreateShadersBundleInfo(string)​

创建着色器信息类

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Declaration
public void CreateShadersBundleInfo(string shadersBundleName)
Parameters​
TypeName
System.StringshadersBundleName

Implements​