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版本:3.0.x

Class BuildBundleInfo

构建资源包信息,记录单个资源包在构建过程中的完整元数据

Assembly: YooAsset.Editor.dll
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Declaration
public class BuildBundleInfo

Properties

PackageUnityHash

Unity引擎生成的哈希值(构建内容的哈希值)

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Declaration
public string PackageUnityHash { get; set; }

PackageUnityCRC

Unity引擎生成的CRC

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Declaration
public uint PackageUnityCRC { get; set; }

PackageFileHash

文件哈希值

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Declaration
public string PackageFileHash { get; set; }

PackageFileCRC

文件 CRC 校验值

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Declaration
public uint PackageFileCRC { get; set; }

PackageFileSize

文件大小(字节)

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Declaration
public long PackageFileSize { get; set; }

BuildOutputFilePath

构建输出的文件路径

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Declaration
public string BuildOutputFilePath { get; set; }

PackageSourceFilePath

补丁包的源文件路径

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Declaration
public string PackageSourceFilePath { get; set; }

PackageDestFilePath

补丁包的目标文件路径

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Declaration
public string PackageDestFilePath { get; set; }

EncryptedFilePath

加密生成文件的路径 注意:如果未加密该路径为空

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Declaration
public string EncryptedFilePath { get; set; }

AllPackAssets

参与构建的资源列表 注意:不包含零依赖资源和冗余资源

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Declaration
public IReadOnlyList<BuildAssetInfo> AllPackAssets { get; }

BundleName

资源包名称

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Declaration
public string BundleName { get; }

Encrypted

是否已加密

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Declaration
public bool Encrypted { get; set; }

Methods

PackAsset(BuildAssetInfo)

添加一个打包资源

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Declaration
public void PackAsset(BuildAssetInfo buildAsset)
Parameters
TypeNameDescription
YooAsset.Editor.BuildAssetInfobuildAsset待打包的资源信息

IsContainsPackAsset(string)

检查是否包含指定资源

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Declaration
public bool IsContainsPackAsset(string assetPath)
Returns

System.Boolean: 包含返回 true,否则返回 false

Parameters
TypeNameDescription
System.StringassetPath资源路径

GetAllPackAssetPaths()

获取构建的资源路径列表

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Declaration
public string[] GetAllPackAssetPaths()
Returns

System.String[]: 所有打包资源的路径数组### GetAllPackAssetAddress() 获取构建的资源可寻址列表

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Declaration
public string[] GetAllPackAssetAddress()
Returns

System.String[]: 所有打包资源的可寻址地址数组### GetPackAssetInfo(string) 获取构建的主资源信息

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Declaration
public BuildAssetInfo GetPackAssetInfo(string assetPath)
Returns

YooAsset.Editor.BuildAssetInfo: 对应的构建资源信息

Parameters
TypeNameDescription
System.StringassetPath资源路径

GetBundleContents()

获取资源包内部所有资产

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Declaration
public List<EditorAssetInfo> GetBundleContents()
Returns

System.Collections.Generic.List<YooAsset.Editor.EditorAssetInfo>: 资源包包含的所有资源信息列表### CreatePipelineBuild(bool) 创建 Unity 构建管线所需的数据

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Declaration
public AssetBundleBuild CreatePipelineBuild(bool replaceAssetPathWithAddress)
Returns

UnityEditor.AssetBundleBuild: 构建管线所需的 AssetBundleBuild 数据

Parameters
TypeNameDescription
System.BooleanreplaceAssetPathWithAddress是否使用可寻址地址替代资源路径

GetAllManifestAssetInfos()

获取所有写入补丁清单的资源

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Declaration
public BuildAssetInfo[] GetAllManifestAssetInfos()
Returns

YooAsset.Editor.BuildAssetInfo[]: 需要写入清单的主资源信息数组