mirror of
https://github.com/tuyoogame/YooAsset.git
synced 2026-05-22 00:11:41 +00:00
Update AssetBundleCollector
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@@ -51,12 +51,12 @@ namespace YooAsset.Editor
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}
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/// <summary>
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/// 是否收集全路径的着色器
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/// 自动收集着色器
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/// </summary>
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public bool IsCollectAllShaders = false;
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public bool AutoCollectShaders = false;
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/// <summary>
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/// 收集的着色器Bundle名称
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/// 自动收集的着色器资源包名
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/// </summary>
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public string ShadersBundleName = "myshaders";
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@@ -157,7 +157,7 @@ namespace YooAsset.Editor
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{
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if (string.IsNullOrEmpty(shadersBundleName))
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return;
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Setting.IsCollectAllShaders = isCollectAllShaders;
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Setting.AutoCollectShaders = isCollectAllShaders;
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Setting.ShadersBundleName = shadersBundleName;
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SaveFile();
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}
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@@ -336,7 +336,7 @@ namespace YooAsset.Editor
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}
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private static bool IsCollectAsset(string assetPath, string filterRuleName)
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{
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if (Setting.IsCollectAllShaders)
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if (Setting.AutoCollectShaders)
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{
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Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
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if (assetType == typeof(UnityEngine.Shader))
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@@ -354,7 +354,7 @@ namespace YooAsset.Editor
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public static bool HasCollector(string assetPath)
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{
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// 如果收集全路径着色器
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if (Setting.IsCollectAllShaders)
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if (Setting.AutoCollectShaders)
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{
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System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
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if (assetType == typeof(UnityEngine.Shader))
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@@ -400,7 +400,7 @@ namespace YooAsset.Editor
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public static string GetBundleLabel(string assetPath)
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{
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// 如果收集全路径着色器
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if (Setting.IsCollectAllShaders)
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if (Setting.AutoCollectShaders)
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{
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System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
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if (assetType == typeof(UnityEngine.Shader))
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@@ -101,7 +101,7 @@ namespace YooAsset.Editor
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}
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private void OnDrawShader()
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{
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bool isCollectAllShader = AssetBundleCollectorSettingData.Setting.IsCollectAllShaders;
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bool isCollectAllShader = AssetBundleCollectorSettingData.Setting.AutoCollectShaders;
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string shadersBundleName = AssetBundleCollectorSettingData.Setting.ShadersBundleName;
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EditorGUILayout.Space();
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