Update AssetBundleCollector

pull/4/head
hevinci 2022-03-19 00:42:20 +08:00
parent 7bd09080ef
commit 473e52c5ba
3 changed files with 8 additions and 8 deletions

View File

@ -51,12 +51,12 @@ namespace YooAsset.Editor
}
/// <summary>
/// 是否收集全路径的着色器
/// 自动收集着色器
/// </summary>
public bool IsCollectAllShaders = false;
public bool AutoCollectShaders = false;
/// <summary>
/// 收集的着色器Bundle名称
/// 自动收集的着色器资源包名
/// </summary>
public string ShadersBundleName = "myshaders";

View File

@ -157,7 +157,7 @@ namespace YooAsset.Editor
{
if (string.IsNullOrEmpty(shadersBundleName))
return;
Setting.IsCollectAllShaders = isCollectAllShaders;
Setting.AutoCollectShaders = isCollectAllShaders;
Setting.ShadersBundleName = shadersBundleName;
SaveFile();
}
@ -336,7 +336,7 @@ namespace YooAsset.Editor
}
private static bool IsCollectAsset(string assetPath, string filterRuleName)
{
if (Setting.IsCollectAllShaders)
if (Setting.AutoCollectShaders)
{
Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (assetType == typeof(UnityEngine.Shader))
@ -354,7 +354,7 @@ namespace YooAsset.Editor
public static bool HasCollector(string assetPath)
{
// 如果收集全路径着色器
if (Setting.IsCollectAllShaders)
if (Setting.AutoCollectShaders)
{
System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (assetType == typeof(UnityEngine.Shader))
@ -400,7 +400,7 @@ namespace YooAsset.Editor
public static string GetBundleLabel(string assetPath)
{
// 如果收集全路径着色器
if (Setting.IsCollectAllShaders)
if (Setting.AutoCollectShaders)
{
System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (assetType == typeof(UnityEngine.Shader))

View File

@ -101,7 +101,7 @@ namespace YooAsset.Editor
}
private void OnDrawShader()
{
bool isCollectAllShader = AssetBundleCollectorSettingData.Setting.IsCollectAllShaders;
bool isCollectAllShader = AssetBundleCollectorSettingData.Setting.AutoCollectShaders;
string shadersBundleName = AssetBundleCollectorSettingData.Setting.ShadersBundleName;
EditorGUILayout.Space();