diff --git a/Assets/YooAsset/Editor/AssetBundleCollector/AssetBundleCollectorSetting.cs b/Assets/YooAsset/Editor/AssetBundleCollector/AssetBundleCollectorSetting.cs
index 547e87b..183e2ae 100644
--- a/Assets/YooAsset/Editor/AssetBundleCollector/AssetBundleCollectorSetting.cs
+++ b/Assets/YooAsset/Editor/AssetBundleCollector/AssetBundleCollectorSetting.cs
@@ -51,12 +51,12 @@ namespace YooAsset.Editor
}
///
- /// 是否收集全路径的着色器
+ /// 自动收集着色器
///
- public bool IsCollectAllShaders = false;
+ public bool AutoCollectShaders = false;
///
- /// 收集的着色器Bundle名称
+ /// 自动收集的着色器资源包名
///
public string ShadersBundleName = "myshaders";
diff --git a/Assets/YooAsset/Editor/AssetBundleCollector/AssetBundleCollectorSettingData.cs b/Assets/YooAsset/Editor/AssetBundleCollector/AssetBundleCollectorSettingData.cs
index cc4989b..572e40c 100644
--- a/Assets/YooAsset/Editor/AssetBundleCollector/AssetBundleCollectorSettingData.cs
+++ b/Assets/YooAsset/Editor/AssetBundleCollector/AssetBundleCollectorSettingData.cs
@@ -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))
diff --git a/Assets/YooAsset/Editor/AssetBundleCollector/AssetBundleCollectorWindow.cs b/Assets/YooAsset/Editor/AssetBundleCollector/AssetBundleCollectorWindow.cs
index 5d80dd4..0c14a1b 100644
--- a/Assets/YooAsset/Editor/AssetBundleCollector/AssetBundleCollectorWindow.cs
+++ b/Assets/YooAsset/Editor/AssetBundleCollector/AssetBundleCollectorWindow.cs
@@ -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();