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# 资源收集
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### 界面介绍
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- **着色器收集**
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勾选收集所有着色器复选框后,打包系统会自动收集所有依赖的材质球使用的着色器,并将这些着色器打进一个AssetBundle文件内。
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- **Directory**
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收集的资源目录,目录下的所有文件将会根据打包规则和过滤规则进行打包。
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- **PackRule**
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打包规则,规则可以自定义扩展。下面是内置的打包规则:
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- PackExplicit 目录下的资源文件会各自打进自己的资源包里。
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- PackDirectory 目录下的资源文件会被打进一个资源包里。
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- PackRawFile 目录下的资源文件会被处理为原生资源包。
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````c#
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//自定义扩展范例
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public class PackDirectory : IPackRule
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{
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string IPackRule.GetAssetBundleLabel(string assetPath)
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{
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return Path.GetDirectoryName(assetPath); //"Assets/Config/test.txt" --> "Assets/Config"
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}
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}
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````
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- **FilterRule**
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过滤规则,规则可以自定义扩展。下面是内置的过滤规则:
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- CollectAll 收集目录下的所有资源文件
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- CollectScene 只收集目录下的场景文件
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- CollectPrefab 只收集目录下的预制体文件
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- CollectSprite 只收集目录下的精灵类型的文件
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````c#
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//自定义扩展范例
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public class CollectScene : IFilterRule
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{
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public bool IsCollectAsset(string assetPath)
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{
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return Path.GetExtension(assetPath) == ".unity";
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}
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}
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````
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- **DontWriteAssetPath**
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资源目录下的资源对象不写入清单
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- **AssetTags**
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资源标签列表(多个标签使用分号间隔)
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### 配置表
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点击Import按钮可以导入外部的XML配置表,配置表规范如下图:
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````xml
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<root>
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<Collector Directory="Assets/GameRes/UIAtlas/" PackRule="PackExplicit" FilterRule="CollectAll" DontWriteAssetPath="0" AssetTags=""/>
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<Collector Directory="Assets/GameRes/UIPanel/" PackRule="PackExplicit" FilterRule="CollectAll" DontWriteAssetPath="0" AssetTags=""/>
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</root>
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````
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