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Update CHANGELOG.md
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All notable changes to this package will be documented in this file.
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All notable changes to this package will be documented in this file.
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## [3.0.1-beta] - 2026-05-19
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### Added
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- 新增归档文件构建管线 `ArchiveFileBuildPipeline`
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支持将同一资源包内的多个原始文件合并为 `ArchiveBundle`,并提供构建参数、构建任务、编辑器构建界面和运行时加载支持。
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- 新增 `EnsureBundleFileOperation` 操作
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用于确保资源包文件已就绪,并通过 `EnsureBundleFileOperation.Detail` 获取资源包名称、本地文件路径、资源包类型和加密状态。
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**代码示例**
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```csharp
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var package = YooAssets.GetPackage("DefaultPackage");
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// 确保资源所在的资源包文件已经就绪。
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// 如果资源包未缓存,会自动触发下载或解压流程。
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var operation = package.EnsureBundleFileAsync(new EnsureBundleFileOptions("asset_location"));
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yield return operation;
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if (operation.Status == EOperationStatus.Succeeded)
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{
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var detail = operation.Detail;
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string bundleName = detail.BundleName;
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string bundleFilePath = detail.BundleFilePath;
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int bundleType = detail.BundleType;
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bool isEncrypted = detail.IsEncrypted;
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UnityEngine.Debug.Log($"BundleName: {bundleName}");
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UnityEngine.Debug.Log($"BundleFilePath: {bundleFilePath}");
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UnityEngine.Debug.Log($"BundleType: {bundleType}");
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UnityEngine.Debug.Log($"IsEncrypted: {isEncrypted}");
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}
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else
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{
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UnityEngine.Debug.LogError(operation.Error);
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}
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```
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- 新增编辑器模拟模式下的 Bundle Cache 标记文件机制
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通过记录缓存状态,提升虚拟下载模式下缓存扫描、恢复和清理的可靠性。
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### Changed
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- `LoadRawFile` API 重命名为 `LoadBundleFile`
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对应句柄由 `RawFileHandle` 重命名为 `BundleFileHandle`,语义从“原生文件”调整为“资源包文件”。
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## [3.0.0-beta] - 2026-05-09
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## [3.0.0-beta] - 2026-05-09
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beta released.
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beta released.
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