#if UNITY_2019_4_OR_NEWER using System; using System.Linq; using System.Collections.Generic; using UnityEditor; using UnityEngine; using UnityEditor.UIElements; using UnityEngine.UIElements; namespace YooAsset.Editor { public class AssetBundleBuilderWindow : EditorWindow { [MenuItem("YooAsset/AssetBundle Builder", false, 102)] public static void OpenWindow() { AssetBundleBuilderWindow window = GetWindow("资源包构建工具", true, WindowsDefine.DockedWindowTypes); window.minSize = new Vector2(800, 600); } private BuildTarget _buildTarget; private List _encryptionServicesClassTypes; private List _encryptionServicesClassNames; private List _buildPackageNames; private Button _saveButton; private TextField _buildOutputField; private EnumField _buildPipelineField; private EnumField _buildModeField; private TextField _buildVersionField; private PopupField _buildPackageField; private PopupField _encryptionField; private EnumField _compressionField; private EnumField _outputNameStyleField; private EnumField _copyBuildinFileOptionField; private TextField _copyBuildinFileTagsField; public void CreateGUI() { try { VisualElement root = this.rootVisualElement; // 加载布局文件 var visualAsset = UxmlLoader.LoadWindowUXML(); if (visualAsset == null) return; visualAsset.CloneTree(root); // 配置保存按钮 _saveButton = root.Q