mirror of https://github.com/tuyoogame/YooAsset
Merge branch 'tuyoogame:main' into main
commit
14127e8097
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@ -9,8 +9,8 @@ namespace YooAsset.Editor
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{
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private string _mainBundleName;
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private string _shareBundleName;
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private readonly HashSet<string> _referenceBundleNames = new HashSet<string>();
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private bool _isAddAssetTags = false;
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private readonly HashSet<string> _referenceBundleNames = new HashSet<string>();
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/// <summary>
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/// 收集器类型
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@ -68,9 +68,9 @@ namespace YooAsset.Editor
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else
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IsShaderAsset = false;
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}
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public BuildAssetInfo(ECollectorType collectorType, string assetPath)
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public BuildAssetInfo(string assetPath)
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{
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CollectorType = collectorType;
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CollectorType = ECollectorType.None;
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Address = string.Empty;
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AssetPath = assetPath;
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IsRawAsset = false;
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@ -185,11 +185,9 @@ namespace YooAsset.Editor
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if (_referenceBundleNames.Count > 1)
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{
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var bundleNameList = _referenceBundleNames.ToList();
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bundleNameList.Sort();
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string combineName = string.Join("|", bundleNameList);
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var combineNameHash = HashUtility.StringSHA1(combineName);
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var shareBundleName = $"share_{combineNameHash}.{YooAssetSettingsData.Setting.AssetBundleFileVariant}";
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IPackRule packRule = PackDirectory.StaticPackRule;
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var bundleName = packRule.GetBundleName(new PackRuleData(AssetPath));
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var shareBundleName = $"share_{bundleName}.{YooAssetSettingsData.Setting.AssetBundleFileVariant}";
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_shareBundleName = EditorTools.GetRegularPath(shareBundleName).ToLower();
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}
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}
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@ -65,7 +65,7 @@ namespace YooAsset.Editor
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}
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else
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{
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var buildAssetInfo = new BuildAssetInfo(ECollectorType.None, dependAssetPath);
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var buildAssetInfo = new BuildAssetInfo(dependAssetPath);
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buildAssetInfo.AddBundleTags(collectAssetInfo.AssetTags);
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buildAssetInfo.AddReferenceBundleName(collectAssetInfo.BundleName);
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buildAssetDic.Add(dependAssetPath, buildAssetInfo);
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@ -28,6 +28,8 @@ namespace YooAsset.Editor
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/// </summary>
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public class PackDirectory : IPackRule
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{
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public static PackDirectory StaticPackRule = new PackDirectory();
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string IPackRule.GetBundleName(PackRuleData data)
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{
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return Path.GetDirectoryName(data.AssetPath);
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