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Update AssetBundleCollector
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@@ -214,13 +214,9 @@ namespace YooAsset.Editor
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}
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private bool IsCollectAsset(string assetPath)
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{
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// 如果收集全路径着色器
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if (AssetBundleCollectorSettingData.Setting.AutoCollectShaders)
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{
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Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
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if (assetType == typeof(UnityEngine.Shader))
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return true;
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}
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Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
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if (assetType == typeof(UnityEngine.Shader))
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return true;
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// 根据规则设置过滤资源文件
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IFilterRule filterRuleInstance = AssetBundleCollectorSettingData.GetFilterRuleInstance(FilterRuleName);
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@@ -237,23 +233,16 @@ namespace YooAsset.Editor
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}
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private string GetBundleName(AssetBundleCollectorGroup group, string assetPath)
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{
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// 如果自动收集所有的着色器
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if (AssetBundleCollectorSettingData.Setting.AutoCollectShaders)
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System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
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if (assetType == typeof(UnityEngine.Shader))
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{
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System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
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if (assetType == typeof(UnityEngine.Shader))
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{
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string bundleName = AssetBundleCollectorSettingData.Setting.ShadersBundleName;
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return EditorTools.GetRegularPath(bundleName).ToLower();
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}
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return EditorTools.GetRegularPath(YooAssetSettings.UnityShadersBundleName).ToLower();
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}
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// 根据规则设置获取资源包名称
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{
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IPackRule packRuleInstance = AssetBundleCollectorSettingData.GetPackRuleInstance(PackRuleName);
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string bundleName = packRuleInstance.GetBundleName(new PackRuleData(assetPath, CollectPath, group.GroupName));
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return EditorTools.GetRegularPath(bundleName).ToLower();
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}
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IPackRule packRuleInstance = AssetBundleCollectorSettingData.GetPackRuleInstance(PackRuleName);
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string bundleName = packRuleInstance.GetBundleName(new PackRuleData(assetPath, CollectPath, group.GroupName));
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return EditorTools.GetRegularPath(bundleName).ToLower();
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}
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private List<string> GetAssetTags(AssetBundleCollectorGroup group)
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{
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