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https://github.com/tuyoogame/YooAsset.git
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build : 预留构建Mono脚本资源包方法。
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@@ -104,7 +104,6 @@ namespace YooAsset.Editor
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var compressOption = AssetBundleBuilderSetting.GetPackageCompressOption(PackageName, PipelineName);
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var compressOption = AssetBundleBuilderSetting.GetPackageCompressOption(PackageName, PipelineName);
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var clearBuildCache = AssetBundleBuilderSetting.GetPackageClearBuildCache(PackageName, PipelineName);
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var clearBuildCache = AssetBundleBuilderSetting.GetPackageClearBuildCache(PackageName, PipelineName);
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var useAssetDependencyDB = AssetBundleBuilderSetting.GetPackageUseAssetDependencyDB(PackageName, PipelineName);
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var useAssetDependencyDB = AssetBundleBuilderSetting.GetPackageUseAssetDependencyDB(PackageName, PipelineName);
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var builtinShaderBundleName = GetBuiltinShaderBundleName();
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ScriptableBuildParameters buildParameters = new ScriptableBuildParameters();
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ScriptableBuildParameters buildParameters = new ScriptableBuildParameters();
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buildParameters.BuildOutputRoot = AssetBundleBuilderHelper.GetDefaultBuildOutputRoot();
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buildParameters.BuildOutputRoot = AssetBundleBuilderHelper.GetDefaultBuildOutputRoot();
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@@ -122,10 +121,10 @@ namespace YooAsset.Editor
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buildParameters.CompressOption = compressOption;
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buildParameters.CompressOption = compressOption;
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buildParameters.ClearBuildCacheFiles = clearBuildCache;
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buildParameters.ClearBuildCacheFiles = clearBuildCache;
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buildParameters.UseAssetDependencyDB = useAssetDependencyDB;
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buildParameters.UseAssetDependencyDB = useAssetDependencyDB;
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buildParameters.BuiltinShadersBundleName = builtinShaderBundleName;
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buildParameters.EncryptionServices = CreateEncryptionServicesInstance();
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buildParameters.EncryptionServices = CreateEncryptionServicesInstance();
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buildParameters.ManifestProcessServices = CreateManifestProcessServicesInstance();
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buildParameters.ManifestProcessServices = CreateManifestProcessServicesInstance();
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buildParameters.ManifestRestoreServices = CreateManifestRestoreServicesInstance();
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buildParameters.ManifestRestoreServices = CreateManifestRestoreServicesInstance();
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buildParameters.BuiltinShadersBundleName = GetBuiltinShaderBundleName();
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ScriptableBuildPipeline pipeline = new ScriptableBuildPipeline();
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ScriptableBuildPipeline pipeline = new ScriptableBuildPipeline();
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var buildResult = pipeline.Run(buildParameters, true);
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var buildResult = pipeline.Run(buildParameters, true);
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@@ -143,6 +142,16 @@ namespace YooAsset.Editor
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var packRuleResult = DefaultPackRule.CreateShadersPackRuleResult();
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var packRuleResult = DefaultPackRule.CreateShadersPackRuleResult();
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return packRuleResult.GetBundleName(PackageName, uniqueBundleName);
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return packRuleResult.GetBundleName(PackageName, uniqueBundleName);
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}
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}
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/// <summary>
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/// Mono脚本的资源包名称
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/// </summary>
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protected string GetMonoScriptsBundleName()
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{
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var uniqueBundleName = AssetBundleCollectorSettingData.Setting.UniqueBundleName;
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var packRuleResult = DefaultPackRule.CreateMonosPackRuleResult();
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return packRuleResult.GetBundleName(PackageName, uniqueBundleName);
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}
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}
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}
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}
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}
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#endif
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#endif
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@@ -17,16 +17,25 @@ namespace YooAsset.Editor
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public const string RawFileExtension = "rawfile";
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public const string RawFileExtension = "rawfile";
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/// <summary>
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/// <summary>
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/// Unity着色器资源包名称
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/// 默认的Unity着色器资源包名称
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/// </summary>
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/// </summary>
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public const string ShadersBundleName = "unityshaders";
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public const string ShadersBundleName = "unityshaders";
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/// <summary>
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/// 默认的Unity脚本资源包名称
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/// </summary>
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public const string MonosBundleName = "unitymonos";
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public static PackRuleResult CreateShadersPackRuleResult()
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public static PackRuleResult CreateShadersPackRuleResult()
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{
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{
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PackRuleResult result = new PackRuleResult(ShadersBundleName, AssetBundleFileExtension);
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PackRuleResult result = new PackRuleResult(ShadersBundleName, AssetBundleFileExtension);
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return result;
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return result;
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}
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}
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public static PackRuleResult CreateMonosPackRuleResult()
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{
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PackRuleResult result = new PackRuleResult(MonosBundleName, AssetBundleFileExtension);
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return result;
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}
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}
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}
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/// <summary>
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/// <summary>
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