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
Type | Name |
---|---|
YooAsset.Editor.BuildAssetInfo | assetInfo |
IsContainsBundle(string)
是否包含资源包
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Declaration
public bool IsContainsBundle(string bundleName)
Returns
System.Boolean
Parameters
Type | Name |
---|---|
System.String | bundleName |
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
Type | Name |
---|---|
System.String | bundleName |
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
Type | Name |
---|---|
System.String | shadersBundleName |