style : Code text indent format

This commit is contained in:
hevinci
2023-12-21 19:29:26 +08:00
parent 544832c46a
commit 727f356eea
112 changed files with 8639 additions and 8639 deletions

View File

@@ -1,68 +1,68 @@

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