mirror of https://github.com/tuyoogame/YooAsset
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@ -135,8 +135,8 @@ private static void BuildInternal(BuildTarget buildTarget)
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buildParameters.BuildPipeline = EBuildPipeline.BuiltinBuildPipeline;
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buildParameters.BuildMode = EBuildMode.ForceRebuild;
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buildParameters.BuildPackage = "DefaultPackage";
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buildParameters.HumanReadableVersion = "v1.0";
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buildParameters.VerifyBuildingResult = true;
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buildParameters.EnableAddressable = true;
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buildParameters.EncryptionServices = new GameEncryption();
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buildParameters.CompressOption = ECompressOption.LZ4;
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buildParameters.OutputNameStyle = EOutputNameStyle.HashName_Extension;
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@ -17,6 +17,10 @@
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- Enable Addressable
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启用可寻址资源定位系统。
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- Unique Bundle Name
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资源包名追加PackageName作为前缀。
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#### 资源分组
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23
Docs/FAQ.md
23
Docs/FAQ.md
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@ -21,6 +21,29 @@ YooAsset依赖于ScriptBuildPipeline(SBP),在PackageManager里找到SBP插
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把传输类型修改为二进制就可以了。
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#### 问题:ClearCacheWhenDirty参数没了吗?
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不是很必须的一个功能,已经移除了。可以使用以下方法代替:
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````c#
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// 参考DEMO的代码
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internal class FsmClearCache : IFsmNode
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{
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void IFsmNode.OnEnter()
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{
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Debug.Log("清理未使用的缓存文件!");
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var operation = YooAsset.YooAssets.ClearUnusedCacheFiles();
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operation.Completed += Operation_Completed;
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}
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private void Operation_Completed(YooAsset.AsyncOperationBase obj)
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{
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Debug.Log("开始游戏!");
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......
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}
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}
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````
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#### 问题:YooAsset支持Unity2018吗
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YooAsset分俩部分,编辑器代码和运行时代码。因为工具界面是使用UIElements编写的,所以在Unity2019以前的版本是使用不了界面化工具。但是这并没有影响我们使用YooAsset,以下提供一种解决方案。
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