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- namespace XGame.Editor.Build.AssetBundles
- {
- /// <summary>
- /// AssetBundle分类
- /// </summary>
- public enum AssetBundleType
- {
- Addressable = 0x01,
- Raw = 0x02,
- Dependency = 0x04,
- }
- /// <summary>
- /// <para>AssetBundle building map entry.</para>
- /// </summary>
- public struct AssetBundleData
- {
- /// <summary>
- /// <para>AssetBundle name.</para>
- /// </summary>
- public string assetBundleName;
- /// <summary>
- /// <para>AssetBundle variant.</para>
- /// </summary>
- public string assetBundleVariant;
- /// <summary>
- /// <para>Asset names which belong to the given AssetBundle.</para>
- /// </summary>
- public string[] assetNames;
- /// <summary>
- /// <para>Addressable name used to load an asset.</para>
- /// </summary>
- public string[] addressableNames;
- public uint bundleId;
- public string originBundleName;
- /// <summary>
- /// assetNames全部为贴图为true
- /// </summary>
- public bool isTextureBundle;
- /// <summary>
- /// AB类型
- /// </summary>
- public AssetBundleType bundleType;
- public string FullName
- {
- get
- {
- if (string.IsNullOrEmpty(assetBundleName))
- {
- return string.Empty;
- }
- return string.IsNullOrEmpty(assetBundleVariant) ? assetBundleName : $"{assetBundleName}.{assetBundleVariant}";
- }
- }
- public UnityEditor.AssetBundleBuild ToUniBuild()
- {
- var build = new UnityEditor.AssetBundleBuild()
- {
- assetBundleName = assetBundleName,
- assetBundleVariant = assetBundleVariant,
- assetNames = assetNames,
- addressableNames = addressableNames,
- };
- return build;
- }
- }
- }
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