Merge branch 'tuyoogame:main' into main
commit
fbba2ddec9
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@ -12,134 +12,169 @@ namespace YooAsset.Editor
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{
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public static class ShaderVariantCollector
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{
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private enum ESteps
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{
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None,
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Prepare,
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CollectAllMaterial,
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CollectVariants,
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CollectSleeping,
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WaitingDone,
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}
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private const float WaitMilliseconds = 1000f;
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private static string _saveFilePath;
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private static bool _isStarted = false;
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private static readonly Stopwatch _elapsedTime = new Stopwatch();
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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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private static Action _completedCallback;
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private static void EditorUpdate()
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{
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// 注意:一定要延迟保存才会起效
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if (_isStarted && _elapsedTime.ElapsedMilliseconds > WaitMilliseconds)
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{
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_isStarted = false;
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_elapsedTime.Stop();
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EditorApplication.update -= EditorUpdate;
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private static ESteps _steps = ESteps.None;
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private static Stopwatch _elapsedTime;
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private static List<string> _allMaterials;
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private static List<GameObject> _allSpheres = new List<GameObject>(1000);
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// 保存结果
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ShaderVariantCollectionHelper.SaveCurrentShaderVariantCollection(_saveFilePath);
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// 创建清单
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CreateManifest();
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Debug.Log($"搜集SVC完毕!");
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_completedCallback?.Invoke();
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}
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}
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/// <summary>
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/// 开始收集
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/// </summary>
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public static void Run(string saveFilePath, Action completedCallback)
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public static void Run(string savePath, string packageName, int processMaxNum, Action completedCallback)
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{
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if (_isStarted)
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if (_steps != ESteps.None)
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return;
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if (Path.HasExtension(saveFilePath) == false)
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saveFilePath = $"{saveFilePath}.shadervariants";
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if (Path.GetExtension(saveFilePath) != ".shadervariants")
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if (Path.HasExtension(savePath) == false)
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savePath = $"{savePath}.shadervariants";
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if (Path.GetExtension(savePath) != ".shadervariants")
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throw new System.Exception("Shader variant file extension is invalid.");
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if (string.IsNullOrEmpty(packageName))
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throw new System.Exception("Package name is null or empty !");
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// 注意:先删除再保存,否则ShaderVariantCollection内容将无法及时刷新
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AssetDatabase.DeleteAsset(ShaderVariantCollectorSettingData.Setting.SavePath);
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EditorTools.CreateFileDirectory(saveFilePath);
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_saveFilePath = saveFilePath;
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AssetDatabase.DeleteAsset(savePath);
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EditorTools.CreateFileDirectory(savePath);
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_savePath = savePath;
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_packageName = packageName;
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_processMaxNum = processMaxNum;
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_completedCallback = completedCallback;
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// 聚焦到游戏窗口
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EditorTools.FocusUnityGameWindow();
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// 清空旧数据
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ShaderVariantCollectionHelper.ClearCurrentShaderVariantCollection();
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// 创建临时测试场景
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CreateTempScene();
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// 收集着色器变种
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var materials = GetAllMaterials();
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CollectVariants(materials);
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_steps = ESteps.Prepare;
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EditorApplication.update += EditorUpdate;
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_isStarted = true;
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_elapsedTime.Reset();
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_elapsedTime.Start();
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}
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private static void EditorUpdate()
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{
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if (_steps == ESteps.None)
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return;
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if (_steps == ESteps.Prepare)
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{
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ShaderVariantCollectionHelper.ClearCurrentShaderVariantCollection();
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_steps = ESteps.CollectAllMaterial;
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return; //等待一帧
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}
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if (_steps == ESteps.CollectAllMaterial)
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{
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_allMaterials = GetAllMaterials();
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_steps = ESteps.CollectVariants;
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return; //等待一帧
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}
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if (_steps == ESteps.CollectVariants)
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{
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int count = Mathf.Min(_processMaxNum, _allMaterials.Count);
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List<string> range = _allMaterials.GetRange(0, count);
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_allMaterials.RemoveRange(0, count);
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CollectVariants(range);
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if (_allMaterials.Count > 0)
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{
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_elapsedTime = Stopwatch.StartNew();
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_steps = ESteps.CollectSleeping;
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}
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else
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{
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_elapsedTime = Stopwatch.StartNew();
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_steps = ESteps.WaitingDone;
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}
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}
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if (_steps == ESteps.CollectSleeping)
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{
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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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_steps = ESteps.CollectVariants;
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}
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}
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if (_steps == ESteps.WaitingDone)
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{
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// 注意:一定要延迟保存才会起效
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if (_elapsedTime.ElapsedMilliseconds > WaitMilliseconds)
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{
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_elapsedTime.Stop();
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_steps = ESteps.None;
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// 保存结果并创建清单
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ShaderVariantCollectionHelper.SaveCurrentShaderVariantCollection(_savePath);
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CreateManifest();
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Debug.Log($"搜集SVC完毕!");
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EditorApplication.update -= EditorUpdate;
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_completedCallback?.Invoke();
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}
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}
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}
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private static void CreateTempScene()
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{
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EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects);
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}
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private static List<Material> GetAllMaterials()
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private static List<string> GetAllMaterials()
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{
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int progressValue = 0;
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List<string> allAssets = new List<string>(1000);
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// 获取所有打包的资源
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List<CollectAssetInfo> allCollectAssetInfos = new List<CollectAssetInfo>();
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List<CollectResult> collectResults = AssetBundleCollectorSettingData.Setting.GetAllPackageAssets(EBuildMode.DryRunBuild);
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foreach (var collectResult in collectResults)
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CollectResult collectResult = AssetBundleCollectorSettingData.Setting.GetPackageAssets(EBuildMode.DryRunBuild, _packageName);
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foreach (var assetInfo in collectResult.CollectAssets)
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{
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allCollectAssetInfos.AddRange(collectResult.CollectAssets);
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string[] depends = AssetDatabase.GetDependencies(assetInfo.AssetPath, true);
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foreach (var dependAsset in depends)
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{
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if (allAssets.Contains(dependAsset) == false)
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allAssets.Add(dependAsset);
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}
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List<string> allAssetPath = allCollectAssetInfos.Select(t => t.AssetPath).ToList();
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foreach (var assetPath in allAssetPath)
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{
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string[] depends = AssetDatabase.GetDependencies(assetPath, true);
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foreach (var depend in depends)
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{
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if (allAssets.Contains(depend) == false)
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allAssets.Add(depend);
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}
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EditorTools.DisplayProgressBar("获取所有打包资源", ++progressValue, allAssetPath.Count);
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EditorTools.DisplayProgressBar("获取所有打包资源", ++progressValue, collectResult.CollectAssets.Count);
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}
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EditorTools.ClearProgressBar();
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// 搜集所有材质球
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progressValue = 0;
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var shaderDic = new Dictionary<Shader, List<Material>>(100);
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List<string> allMaterial = new List<string>(1000);
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foreach (var assetPath in allAssets)
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{
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System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
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if (assetType == typeof(UnityEngine.Material))
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{
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var material = AssetDatabase.LoadAssetAtPath<Material>(assetPath);
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var shader = material.shader;
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if (shader == null)
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continue;
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if (shaderDic.ContainsKey(shader) == false)
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{
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shaderDic.Add(shader, new List<Material>());
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}
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if (shaderDic[shader].Contains(material) == false)
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{
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shaderDic[shader].Add(material);
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}
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allMaterial.Add(assetPath);
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}
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EditorTools.DisplayProgressBar("搜集所有材质球", ++progressValue, allAssets.Count);
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}
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EditorTools.ClearProgressBar();
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// 返回结果
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var materials = new List<Material>(1000);
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foreach (var valuePair in shaderDic)
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{
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materials.AddRange(valuePair.Value);
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return allMaterial;
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}
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return materials;
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}
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private static void CollectVariants(List<Material> materials)
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private static void CollectVariants(List<string> materials)
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{
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Camera camera = Camera.main;
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if (camera == null)
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@ -164,7 +199,9 @@ namespace YooAsset.Editor
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{
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var material = materials[i];
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var position = new Vector3(x - halfWidth + 1f, y - halfHeight + 1f, 0f);
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CreateSphere(material, position, i);
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var go = CreateSphere(material, position, i);
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if (go != null)
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_allSpheres.Add(go);
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if (x == xMax)
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{
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x = 0;
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@ -174,27 +211,44 @@ namespace YooAsset.Editor
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{
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x++;
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}
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EditorTools.DisplayProgressBar("测试所有材质球", ++progressValue, materials.Count);
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EditorTools.DisplayProgressBar("照射所有材质球", ++progressValue, materials.Count);
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}
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EditorTools.ClearProgressBar();
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}
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private static void CreateSphere(Material material, Vector3 position, int index)
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private static GameObject CreateSphere(string assetPath, Vector3 position, int index)
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{
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var material = AssetDatabase.LoadAssetAtPath<Material>(assetPath);
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var shader = material.shader;
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if (shader == null)
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return null;
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var go = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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go.GetComponent<Renderer>().material = material;
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go.GetComponent<Renderer>().sharedMaterial = material;
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go.transform.position = position;
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go.name = $"Sphere_{index} | {material.name}";
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return go;
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}
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private static void DestroyAllSpheres()
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{
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foreach(var go in _allSpheres)
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{
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GameObject.DestroyImmediate(go);
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}
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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(true);
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}
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private static void CreateManifest()
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{
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AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
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ShaderVariantCollection svc = AssetDatabase.LoadAssetAtPath<ShaderVariantCollection>(_saveFilePath);
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ShaderVariantCollection svc = AssetDatabase.LoadAssetAtPath<ShaderVariantCollection>(_savePath);
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if (svc != null)
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{
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var wrapper = ShaderVariantCollectionManifest.Extract(svc);
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string jsonData = JsonUtility.ToJson(wrapper, true);
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string savePath = _saveFilePath.Replace(".shadervariants", ".json");
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string savePath = _savePath.Replace(".shadervariants", ".json");
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File.WriteAllText(savePath, jsonData);
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}
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@ -8,5 +8,10 @@ namespace YooAsset.Editor
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/// 文件存储路径
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/// </summary>
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public string SavePath = "Assets/MyShaderVariants.shadervariants";
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/// <summary>
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/// 收集的包裹名称
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/// </summary>
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public string CollectPackage = string.Empty;
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}
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}
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@ -18,10 +18,13 @@ namespace YooAsset.Editor
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window.minSize = new Vector2(800, 600);
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}
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private List<string> _packageNames;
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private Button _collectButton;
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private TextField _collectOutputField;
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private Label _currentShaderCountField;
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private Label _currentVariantCountField;
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private PopupField<string> _packageField;
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public void CreateGUI()
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{
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@ -36,6 +39,9 @@ namespace YooAsset.Editor
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visualAsset.CloneTree(root);
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// 包裹名称列表
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_packageNames = GetBuildPackageNames();
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// 文件输出目录
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_collectOutputField = root.Q<TextField>("CollectOutput");
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_collectOutputField.SetValueWithoutNotify(ShaderVariantCollectorSettingData.Setting.SavePath);
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@ -44,14 +50,34 @@ namespace YooAsset.Editor
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ShaderVariantCollectorSettingData.Setting.SavePath = _collectOutputField.value;
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});
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// 收集的包裹
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var packageContainer = root.Q("PackageContainer");
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if (_packageNames.Count > 0)
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{
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int defaultIndex = GetDefaultPackageIndex(ShaderVariantCollectorSettingData.Setting.CollectPackage);
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_packageField = new PopupField<string>(_packageNames, defaultIndex);
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_packageField.label = "Package";
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_packageField.style.width = 350;
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_packageField.RegisterValueChangedCallback(evt =>
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{
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ShaderVariantCollectorSettingData.Setting.CollectPackage = _packageField.value;
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});
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packageContainer.Add(_packageField);
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}
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else
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{
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_packageField = new PopupField<string>();
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_packageField.label = "Package";
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_packageField.style.width = 350;
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packageContainer.Add(_packageField);
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}
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_currentShaderCountField = root.Q<Label>("CurrentShaderCount");
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_currentVariantCountField = root.Q<Label>("CurrentVariantCount");
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// 变种收集按钮
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_collectButton = root.Q<Button>("CollectButton");
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_collectButton.clicked += CollectButton_clicked;
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//RefreshWindow();
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}
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catch (Exception e)
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{
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@ -75,7 +101,33 @@ namespace YooAsset.Editor
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private void CollectButton_clicked()
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{
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ShaderVariantCollector.Run(ShaderVariantCollectorSettingData.Setting.SavePath, null);
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string savePath = ShaderVariantCollectorSettingData.Setting.SavePath;
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string packageName = ShaderVariantCollectorSettingData.Setting.CollectPackage;
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ShaderVariantCollector.Run(savePath, packageName, int.MaxValue, null);
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}
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// 构建包裹相关
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private int GetDefaultPackageIndex(string packageName)
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{
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for (int index = 0; index < _packageNames.Count; index++)
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{
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if (_packageNames[index] == packageName)
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{
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return index;
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}
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}
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ShaderVariantCollectorSettingData.Setting.CollectPackage = _packageNames[0];
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return 0;
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}
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private List<string> GetBuildPackageNames()
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{
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List<string> result = new List<string>();
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foreach (var package in AssetBundleCollectorSettingData.Setting.Packages)
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{
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result.Add(package.PackageName);
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}
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return result;
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}
|
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}
|
||||
}
|
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|
|
|
@ -1,9 +1,10 @@
|
|||
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="True">
|
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<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements">
|
||||
<uie:Toolbar name="Toolbar" style="display: flex; flex-direction: row-reverse;" />
|
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<ui:VisualElement name="BuildContainer">
|
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<ui:TextField picking-mode="Ignore" label="文件保存路径" name="CollectOutput" />
|
||||
<ui:Label text="Current Shader Count" display-tooltip-when-elided="true" name="CurrentShaderCount" />
|
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<ui:Label text="Current Variant Count" display-tooltip-when-elided="true" name="CurrentVariantCount" />
|
||||
<ui:VisualElement name="CollectContainer">
|
||||
<ui:TextField picking-mode="Ignore" label="文件保存路径" name="CollectOutput" style="height: 22px;" />
|
||||
<ui:VisualElement name="PackageContainer" style="height: 24px;" />
|
||||
<ui:Label text="Current Shader Count" display-tooltip-when-elided="true" name="CurrentShaderCount" style="height: 20px; padding-left: 4px;" />
|
||||
<ui:Label text="Current Variant Count" display-tooltip-when-elided="true" name="CurrentVariantCount" style="height: 20px; padding-left: 4px;" />
|
||||
<ui:Button text="开始搜集" display-tooltip-when-elided="true" name="CollectButton" style="height: 50px; background-color: rgb(40, 106, 42); margin-top: 10px;" />
|
||||
</ui:VisualElement>
|
||||
</ui:UXML>
|
||||
|
|
|
@ -48,7 +48,7 @@ namespace YooAsset
|
|||
result.TotalSize += (ulong)dependBundle.MainBundleInfo.Bundle.FileSize;
|
||||
result.DownloadedBytes += dependBundle.DownloadedBytes;
|
||||
}
|
||||
result.Progress = result.DownloadedBytes / result.TotalSize;
|
||||
result.Progress = (float)result.DownloadedBytes / result.TotalSize;
|
||||
return result;
|
||||
}
|
||||
|
||||
|
|
|
@ -228,7 +228,7 @@ namespace YooAsset
|
|||
List<OperationHandleBase> tempers = new List<OperationHandleBase>(_handles);
|
||||
foreach (var hande in tempers)
|
||||
{
|
||||
if (hande.IsValidWithWarning)
|
||||
if (hande.IsValid)
|
||||
{
|
||||
hande.InvokeCallback();
|
||||
}
|
||||
|
|
|
@ -7,6 +7,8 @@ namespace YooAsset
|
|||
internal class OperationSystem
|
||||
{
|
||||
private static readonly List<AsyncOperationBase> _operations = new List<AsyncOperationBase>(100);
|
||||
private static readonly List<AsyncOperationBase> _addList = new List<AsyncOperationBase>(100);
|
||||
private static readonly List<AsyncOperationBase> _removeList = new List<AsyncOperationBase>(100);
|
||||
|
||||
// 计时器相关
|
||||
private static Stopwatch _watch;
|
||||
|
@ -44,19 +46,40 @@ namespace YooAsset
|
|||
{
|
||||
_frameTime = _watch.ElapsedMilliseconds;
|
||||
|
||||
for (int i = _operations.Count - 1; i >= 0; i--)
|
||||
// 添加新的异步操作
|
||||
if (_addList.Count > 0)
|
||||
{
|
||||
for (int i = 0; i < _addList.Count; i++)
|
||||
{
|
||||
var operation = _addList[i];
|
||||
_operations.Add(operation);
|
||||
}
|
||||
_addList.Clear();
|
||||
}
|
||||
|
||||
// 更新所有的异步操作
|
||||
foreach (var operation in _operations)
|
||||
{
|
||||
if (IsBusy)
|
||||
return;
|
||||
|
||||
var operation = _operations[i];
|
||||
operation.Update();
|
||||
if (operation.IsDone)
|
||||
{
|
||||
_operations.RemoveAt(i);
|
||||
_removeList.Add(operation);
|
||||
operation.Finish();
|
||||
}
|
||||
}
|
||||
|
||||
// 移除已经完成的异步操作
|
||||
if (_removeList.Count > 0)
|
||||
{
|
||||
foreach (var operation in _removeList)
|
||||
{
|
||||
_operations.Remove(operation);
|
||||
}
|
||||
_removeList.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -65,6 +88,8 @@ namespace YooAsset
|
|||
public static void DestroyAll()
|
||||
{
|
||||
_operations.Clear();
|
||||
_addList.Clear();
|
||||
_removeList.Clear();
|
||||
_watch = null;
|
||||
_frameTime = 0;
|
||||
MaxTimeSlice = long.MaxValue;
|
||||
|
@ -73,10 +98,10 @@ namespace YooAsset
|
|||
/// <summary>
|
||||
/// 开始处理异步操作类
|
||||
/// </summary>
|
||||
public static void StartOperation(AsyncOperationBase operationBase)
|
||||
public static void StartOperation(AsyncOperationBase operation)
|
||||
{
|
||||
_operations.Add(operationBase);
|
||||
operationBase.Start();
|
||||
_addList.Add(operation);
|
||||
operation.Start();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -8,7 +8,7 @@ namespace YooAsset
|
|||
/// <summary>
|
||||
/// AssetBundle文件的后缀名
|
||||
/// </summary>
|
||||
public string AssetBundleFileVariant = "bundle";
|
||||
public string BundleFileVariant = "bundle";
|
||||
|
||||
/// <summary>
|
||||
/// 原生文件的后缀名
|
||||
|
@ -42,6 +42,17 @@ namespace YooAsset
|
|||
public const string PatchManifestFileVersion = "1.4.0";
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 缓存的数据文件名称
|
||||
/// </summary>
|
||||
public const string CacheBundleDataFileName = "__data";
|
||||
|
||||
/// <summary>
|
||||
/// 缓存的信息文件名称
|
||||
/// </summary>
|
||||
public const string CacheBundleInfoFileName = "__info";
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 构建输出文件夹名称
|
||||
/// </summary>
|
||||
|
@ -66,6 +77,6 @@ namespace YooAsset
|
|||
/// <summary>
|
||||
/// 忽略的文件类型
|
||||
/// </summary>
|
||||
public static readonly string[] IgnoreFileExtensions = { "", ".so", ".dll", ".cs", ".js", ".boo", ".meta", ".cginc" };
|
||||
public static readonly string[] IgnoreFileExtensions = { "", ".so", ".dll", ".cs", ".js", ".boo", ".meta", ".cginc", ".hlsl" };
|
||||
}
|
||||
}
|
|
@ -79,9 +79,9 @@ namespace YooAsset
|
|||
{
|
||||
string shareBundleName;
|
||||
if (uniqueBundleName)
|
||||
shareBundleName = $"{packageName.ToLower()}_{YooAssetSettings.UnityShadersBundleName}.{Setting.AssetBundleFileVariant}";
|
||||
shareBundleName = $"{packageName.ToLower()}_{YooAssetSettings.UnityShadersBundleName}.{Setting.BundleFileVariant}";
|
||||
else
|
||||
shareBundleName = $"{YooAssetSettings.UnityShadersBundleName}.{Setting.AssetBundleFileVariant}";
|
||||
shareBundleName = $"{YooAssetSettings.UnityShadersBundleName}.{Setting.BundleFileVariant}";
|
||||
return shareBundleName.ToLower();
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue