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https://github.com/tuyoogame/YooAsset.git
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Update AssetBundleWindow
修复了非主动收集的着色器没有打进统一的着色器资源包的问题。 修复了单个收集的资源对象没有设置依赖资源列表的问题。 资源打包的过滤文件列表增加cginc格式。
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@@ -31,6 +31,11 @@ namespace YooAsset.Editor
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/// </summary>
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public bool IsCollectAsset { private set; get; }
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/// <summary>
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/// 是否为着色器资源
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/// </summary>
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public bool IsShaderAsset { private set; get; }
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/// <summary>
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/// 被依赖次数
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/// </summary>
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@@ -54,6 +59,12 @@ namespace YooAsset.Editor
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IsRawAsset = isRawAsset;
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NotWriteToAssetList = notWriteToAssetList;
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IsCollectAsset = true;
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System.Type assetType = UnityEditor.AssetDatabase.GetMainAssetTypeAtPath(assetPath);
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if (assetType == typeof(UnityEngine.Shader))
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IsShaderAsset = true;
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else
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IsShaderAsset = false;
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}
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public BuildAssetInfo(string assetPath)
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{
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@@ -61,6 +72,12 @@ namespace YooAsset.Editor
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IsRawAsset = false;
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NotWriteToAssetList = true;
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IsCollectAsset = false;
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System.Type assetType = UnityEditor.AssetDatabase.GetMainAssetTypeAtPath(assetPath);
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if (assetType == typeof(UnityEngine.Shader))
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IsShaderAsset = true;
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else
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IsShaderAsset = false;
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}
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/// <summary>
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@@ -82,7 +99,7 @@ namespace YooAsset.Editor
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if (string.IsNullOrEmpty(BundleName) == false)
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throw new System.Exception("Should never get here !");
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BundleName = bundleName;
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BundleName = bundleName;
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}
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/// <summary>
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@@ -99,7 +116,7 @@ namespace YooAsset.Editor
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/// <summary>
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/// 添加资源分类标签
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/// </summary>
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public void AddAssetTag(string tag)
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public void AddAssetTag(string tag)
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{
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if (AssetTags.Contains(tag) == false)
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{
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