mirror of
https://github.com/tuyoogame/YooAsset.git
synced 2026-05-27 11:10:11 +00:00
update yooasset2.0
This commit is contained in:
@@ -36,9 +36,9 @@ namespace YooAsset.Editor
|
||||
public string AssetGUID { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 是否为原生资源
|
||||
/// 资源类型
|
||||
/// </summary>
|
||||
public bool IsRawAsset { private set; get; }
|
||||
public System.Type AssetType { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 是否为着色器资源
|
||||
@@ -50,11 +50,6 @@ namespace YooAsset.Editor
|
||||
/// </summary>
|
||||
public readonly List<string> AssetTags = new List<string>();
|
||||
|
||||
/// <summary>
|
||||
/// 资源包的分类标签
|
||||
/// </summary>
|
||||
public readonly List<string> BundleTags = new List<string>();
|
||||
|
||||
/// <summary>
|
||||
/// 依赖的所有资源
|
||||
/// 注意:包括零依赖资源和冗余资源(资源包名无效)
|
||||
@@ -62,17 +57,16 @@ namespace YooAsset.Editor
|
||||
public List<BuildAssetInfo> AllDependAssetInfos { private set; get; }
|
||||
|
||||
|
||||
public BuildAssetInfo(ECollectorType collectorType, string bundleName, string address, string assetPath, bool isRawAsset)
|
||||
public BuildAssetInfo(ECollectorType collectorType, string bundleName, string address, string assetPath)
|
||||
{
|
||||
CollectorType = collectorType;
|
||||
BundleName = bundleName;
|
||||
Address = address;
|
||||
AssetPath = assetPath;
|
||||
IsRawAsset = isRawAsset;
|
||||
|
||||
AssetGUID = UnityEditor.AssetDatabase.AssetPathToGUID(assetPath);
|
||||
System.Type assetType = UnityEditor.AssetDatabase.GetMainAssetTypeAtPath(assetPath);
|
||||
if (assetType == typeof(UnityEngine.Shader) || assetType == typeof(UnityEngine.ShaderVariantCollection))
|
||||
AssetType = UnityEditor.AssetDatabase.GetMainAssetTypeAtPath(assetPath);
|
||||
if (AssetType == typeof(UnityEngine.Shader) || AssetType == typeof(UnityEngine.ShaderVariantCollection))
|
||||
IsShaderAsset = true;
|
||||
else
|
||||
IsShaderAsset = false;
|
||||
@@ -82,11 +76,10 @@ namespace YooAsset.Editor
|
||||
CollectorType = ECollectorType.None;
|
||||
Address = string.Empty;
|
||||
AssetPath = assetPath;
|
||||
IsRawAsset = false;
|
||||
|
||||
AssetGUID = UnityEditor.AssetDatabase.AssetPathToGUID(assetPath);
|
||||
System.Type assetType = UnityEditor.AssetDatabase.GetMainAssetTypeAtPath(assetPath);
|
||||
if (assetType == typeof(UnityEngine.Shader) || assetType == typeof(UnityEngine.ShaderVariantCollection))
|
||||
AssetType = UnityEditor.AssetDatabase.GetMainAssetTypeAtPath(assetPath);
|
||||
if (AssetType == typeof(UnityEngine.Shader) || AssetType == typeof(UnityEngine.ShaderVariantCollection))
|
||||
IsShaderAsset = true;
|
||||
else
|
||||
IsShaderAsset = false;
|
||||
@@ -96,7 +89,7 @@ namespace YooAsset.Editor
|
||||
/// <summary>
|
||||
/// 设置所有依赖的资源
|
||||
/// </summary>
|
||||
public void SetAllDependAssetInfos(List<BuildAssetInfo> dependAssetInfos)
|
||||
public void SetDependAssetInfos(List<BuildAssetInfo> dependAssetInfos)
|
||||
{
|
||||
if (AllDependAssetInfos != null)
|
||||
throw new System.Exception("Should never get here !");
|
||||
@@ -123,32 +116,6 @@ namespace YooAsset.Editor
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 添加资源包的分类标签
|
||||
/// 说明:传染算法统计到的分类标签
|
||||
/// </summary>
|
||||
public void AddBundleTags(List<string> tags)
|
||||
{
|
||||
foreach (var tag in tags)
|
||||
{
|
||||
if (BundleTags.Contains(tag) == false)
|
||||
{
|
||||
BundleTags.Add(tag);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 资源包名是否存在
|
||||
/// </summary>
|
||||
public bool HasBundleName()
|
||||
{
|
||||
if (string.IsNullOrEmpty(BundleName))
|
||||
return false;
|
||||
else
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 添加关联的资源包名称
|
||||
/// </summary>
|
||||
@@ -162,33 +129,14 @@ namespace YooAsset.Editor
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 计算共享资源包的完整包名
|
||||
/// 资源包名是否存在
|
||||
/// </summary>
|
||||
public void CalculateShareBundleName(ISharedPackRule sharedPackRule, bool uniqueBundleName, string packageName, string shadersBundleName)
|
||||
public bool HasBundleName()
|
||||
{
|
||||
if (CollectorType != ECollectorType.None)
|
||||
return;
|
||||
|
||||
if (IsRawAsset)
|
||||
throw new Exception("Should never get here !");
|
||||
|
||||
if (IsShaderAsset)
|
||||
{
|
||||
BundleName = shadersBundleName;
|
||||
}
|
||||
if (string.IsNullOrEmpty(BundleName))
|
||||
return false;
|
||||
else
|
||||
{
|
||||
if (_referenceBundleNames.Count > 1)
|
||||
{
|
||||
PackRuleResult packRuleResult = sharedPackRule.GetPackRuleResult(AssetPath);
|
||||
BundleName = packRuleResult.GetShareBundleName(packageName, uniqueBundleName);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 注意:被引用次数小于1的资源不需要设置资源包名称
|
||||
BundleName = string.Empty;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
Reference in New Issue
Block a user