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YooAsset/Assets/YooAsset/Runtime/Settings/YooAssetSettings.cs

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using UnityEngine;
namespace YooAsset
{
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[CreateAssetMenu(fileName = "YooAssetSettings", menuName = "YooAsset/Create Settings")]
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internal class YooAssetSettings : ScriptableObject
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{
/// <summary>
/// AssetBundle文件的后缀名
/// </summary>
public string AssetBundleFileVariant = "bundle";
/// <summary>
/// 原生文件的后缀名
/// </summary>
public string RawFileVariant = "rawfile";
/// <summary>
/// 构建输出的补丁清单文件名称
/// </summary>
public string PatchManifestFileName = "PatchManifest.bytes";
/// <summary>
/// 构建输出的补丁清单哈希文件名称
/// </summary>
public string PatchManifestHashFileName = "PatchManifestHash.bytes";
/// <summary>
/// 构建输出的Unity清单文件名称
/// </summary>
public string UnityManifestFileName = "UnityManifest";
/// <summary>
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/// 构建输出的报告文件
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/// </summary>
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public const string ReportFileName = "BuildReport.json";
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}
}