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https://github.com/tuyoogame/YooAsset.git
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style : Code text indent format
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@@ -1,68 +1,68 @@
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namespace YooAsset.Editor
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{
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public class CollectCommand
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{
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/// <summary>
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/// 构建模式
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/// </summary>
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public EBuildMode BuildMode { private set; get; }
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public class CollectCommand
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{
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/// <summary>
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/// 构建模式
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/// </summary>
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public EBuildMode BuildMode { private set; get; }
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/// <summary>
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/// 包裹名称
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/// </summary>
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public string PackageName { private set; get; }
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/// <summary>
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/// 包裹名称
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/// </summary>
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public string PackageName { private set; get; }
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/// <summary>
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/// 忽略Unity引擎无法识别的文件
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/// </summary>
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public bool IgnoreDefaultType { private set; get; }
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/// <summary>
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/// 忽略Unity引擎无法识别的文件
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/// </summary>
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public bool IgnoreDefaultType { private set; get; }
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/// <summary>
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/// 启用可寻址资源定位
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/// </summary>
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public bool EnableAddressable { private set; get; }
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/// <summary>
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/// 启用可寻址资源定位
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/// </summary>
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public bool EnableAddressable { private set; get; }
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/// <summary>
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/// 资源定位地址大小写不敏感
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/// </summary>
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public bool LocationToLower { private set; get; }
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/// <summary>
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/// 资源定位地址大小写不敏感
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/// </summary>
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public bool LocationToLower { private set; get; }
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/// <summary>
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/// 包含资源GUID数据
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/// </summary>
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public bool IncludeAssetGUID { private set; get; }
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/// <summary>
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/// 包含资源GUID数据
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/// </summary>
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public bool IncludeAssetGUID { private set; get; }
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/// <summary>
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/// 自动收集所有着色器
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/// </summary>
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public bool AutoCollectShaders { private set; get; }
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/// <summary>
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/// 自动收集所有着色器
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/// </summary>
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public bool AutoCollectShaders { private set; get; }
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/// <summary>
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/// 资源包名唯一化
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/// </summary>
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public bool UniqueBundleName { private set; get; }
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/// <summary>
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/// 资源包名唯一化
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/// </summary>
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public bool UniqueBundleName { private set; get; }
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/// <summary>
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/// 着色器统一全名称
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/// </summary>
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public string ShadersBundleName { private set; get; }
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/// <summary>
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/// 着色器统一全名称
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/// </summary>
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public string ShadersBundleName { private set; get; }
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public CollectCommand(EBuildMode buildMode, string packageName, bool enableAddressable, bool locationToLower, bool includeAssetGUID, bool ignoreDefaultType, bool autoCollectShaders, bool uniqueBundleName)
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{
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BuildMode = buildMode;
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PackageName = packageName;
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EnableAddressable = enableAddressable;
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LocationToLower = locationToLower;
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IncludeAssetGUID = includeAssetGUID;
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IgnoreDefaultType = ignoreDefaultType;
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AutoCollectShaders = autoCollectShaders;
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UniqueBundleName = uniqueBundleName;
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public CollectCommand(EBuildMode buildMode, string packageName, bool enableAddressable, bool locationToLower, bool includeAssetGUID, bool ignoreDefaultType, bool autoCollectShaders, bool uniqueBundleName)
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{
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BuildMode = buildMode;
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PackageName = packageName;
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EnableAddressable = enableAddressable;
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LocationToLower = locationToLower;
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IncludeAssetGUID = includeAssetGUID;
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IgnoreDefaultType = ignoreDefaultType;
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AutoCollectShaders = autoCollectShaders;
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UniqueBundleName = uniqueBundleName;
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// 着色器统一全名称
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var packRuleResult = DefaultPackRule.CreateShadersPackRuleResult();
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ShadersBundleName = packRuleResult.GetBundleName(packageName, uniqueBundleName);
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}
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}
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// 着色器统一全名称
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var packRuleResult = DefaultPackRule.CreateShadersPackRuleResult();
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ShadersBundleName = packRuleResult.GetBundleName(packageName, uniqueBundleName);
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}
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}
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}
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