YooAsset/Assets/YooAsset/Editor/AssetBundleCollector/AssetBundleCollectorSetting.cs

68 lines
1.6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace YooAsset.Editor
{
public class AssetBundleCollectorSetting : ScriptableObject
{
[Serializable]
public class Collector
{
/// <summary>
/// 收集的文件夹路径
/// </summary>
public string CollectDirectory = string.Empty;
/// <summary>
/// 打包规则类名
/// </summary>
public string PackRuleName = string.Empty;
/// <summary>
/// 过滤规则类名
/// </summary>
public string FilterRuleName = string.Empty;
/// <summary>
/// 不写入资源路径到清单文件
/// 注意:对于不依赖于代码加载的收集资源,可以禁止写入资源路径信息到清单文件
/// </summary>
public bool DontWriteAssetPath = false;
/// <summary>
/// 资源标记
/// </summary>
public string AssetTags = string.Empty;
/// <summary>
/// 获取资源标记列表
/// </summary>
public List<string> GetAssetTags()
{
return StringUtility.StringToStringList(AssetTags, ';');
}
public override string ToString()
{
return $"Directory : {CollectDirectory} | {PackRuleName} | {FilterRuleName} | {DontWriteAssetPath} | {AssetTags}";
}
}
/// <summary>
/// 自动收集着色器
/// </summary>
public bool AutoCollectShaders = false;
/// <summary>
/// 自动收集的着色器资源包名
/// </summary>
public string ShadersBundleName = "myshaders";
/// <summary>
/// 收集列表
/// </summary>
public List<Collector> Collectors = new List<Collector>();
}
}