update shader variant collector
parent
03abac082c
commit
33a1b9d4bf
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@ -23,6 +23,7 @@ namespace YooAsset.Editor
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}
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private const float WaitMilliseconds = 1000f;
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private const float SleepMilliseconds = 100f;
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private static string _savePath;
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private static string _packageName;
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private static int _processMaxNum;
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@ -107,7 +108,7 @@ namespace YooAsset.Editor
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if (_steps == ESteps.CollectSleeping)
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{
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if (_elapsedTime.ElapsedMilliseconds > WaitMilliseconds)
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if (_elapsedTime.ElapsedMilliseconds > SleepMilliseconds)
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{
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DestroyAllSpheres();
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_elapsedTime.Stop();
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@ -236,7 +237,7 @@ namespace YooAsset.Editor
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_allSpheres.Clear();
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// 尝试释放编辑器加载的资源
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EditorUtility.UnloadUnusedAssetsImmediate();
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EditorUtility.UnloadUnusedAssetsImmediate(true);
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}
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private static void CreateManifest()
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{
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@ -8,7 +8,7 @@ namespace YooAsset
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/// <summary>
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/// AssetBundle文件的后缀名
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/// </summary>
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public string AssetBundleFileVariant = "bundle";
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public string BundleFileVariant = "bundle";
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/// <summary>
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/// 原生文件的后缀名
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@ -41,6 +41,17 @@ namespace YooAsset
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/// </summary>
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public const string PatchManifestFileVersion = "1.4.0";
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/// <summary>
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/// 缓存的数据文件名称
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/// </summary>
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public const string CacheBundleDataFileName = "__data";
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/// <summary>
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/// 缓存的信息文件名称
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/// </summary>
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public const string CacheBundleInfoFileName = "__info";
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/// <summary>
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/// 构建输出文件夹名称
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@ -79,9 +79,9 @@ namespace YooAsset
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{
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string shareBundleName;
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if (uniqueBundleName)
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shareBundleName = $"{packageName.ToLower()}_{YooAssetSettings.UnityShadersBundleName}.{Setting.AssetBundleFileVariant}";
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shareBundleName = $"{packageName.ToLower()}_{YooAssetSettings.UnityShadersBundleName}.{Setting.BundleFileVariant}";
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else
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shareBundleName = $"{YooAssetSettings.UnityShadersBundleName}.{Setting.AssetBundleFileVariant}";
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shareBundleName = $"{YooAssetSettings.UnityShadersBundleName}.{Setting.BundleFileVariant}";
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return shareBundleName.ToLower();
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}
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}
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