BuildCommandPriority.cs 1.4 KB

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  1. namespace XGame.Editor.Build
  2. {
  3. /// <summary>
  4. /// Build命令优先级, 越小越早
  5. /// </summary>
  6. internal enum BuildCommandPriority : uint
  7. {
  8. #region 平台及项目等基础设置
  9. SwitchPlatform = 0,
  10. SetPlayerSettings,
  11. SetScriptingDefine,
  12. #endregion
  13. #region Addressable及Assetbundle
  14. /// <summary>
  15. /// AB打包前的准备工作
  16. /// 预留给项目自定义Command
  17. /// </summary>
  18. PreAssetbundle = 100,
  19. PackSpriteAtlas,
  20. BuildAssetBundle,
  21. SerializeConfigs,
  22. /// <summary>
  23. /// AB打包完回调
  24. /// 预留给项目自定义Command
  25. /// </summary>
  26. PostAssetbundle,
  27. #endregion
  28. BuildHybridclr = 200,
  29. #region 分包、文件替换、拷贝等
  30. /// <summary>
  31. /// ExtAssets处理前的准备工作
  32. /// 预留给项目自定义Command
  33. /// </summary>
  34. PreExtAssets = 300,
  35. I18NPlotHashKey = 400,
  36. //AlphaChannelSeparate,
  37. ExportAssets = 500,
  38. /// <summary>
  39. /// ExtAssets处理完回调
  40. /// 预留给项目自定义Command
  41. /// </summary>
  42. PostExtAssets,
  43. #endregion
  44. #region BuildPlayer
  45. BuildPlayer = 1000,
  46. BuildPostProcessor,
  47. EncryptGlobalMetadata,
  48. #endregion
  49. }
  50. }