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版本:3.0.x

Class BuildMapContext

构建资源映射上下文,管理构建过程中所有资源包和资源的映射关系

Assembly: YooAsset.Editor.dll
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Declaration
public class BuildMapContext

Properties

AssetFileCount

参与构建的资源总数

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Declaration
public int AssetFileCount { get; set; }

Command

资源收集命令

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Declaration
public CollectCommand Command { get; set; }

Collection

资源包信息列表

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Declaration
public Dictionary<string, BuildBundleInfo>.ValueCollection Collection { get; }

SpriteAtlasAssetList

图集资源集合

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Declaration
public IReadOnlyList<BuildAssetInfo> SpriteAtlasAssetList { get; }

IndependentAssets

未被依赖的资源列表

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Declaration
public IReadOnlyList<ReportIndependentAsset> IndependentAssets { get; }

Methods

PackAsset(BuildAssetInfo)

添加一个打包资源

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

IsContainsBundle(string)

检查是否包含指定名称的资源包

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Declaration
public bool IsContainsBundle(string bundleName)
Returns

System.Boolean: 包含返回 true,否则返回 false

Parameters
TypeNameDescription
System.StringbundleName资源包名称

GetBundleInfo(string)

获取资源包信息

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Declaration
public BuildBundleInfo GetBundleInfo(string bundleName)
Returns

YooAsset.Editor.BuildBundleInfo: 对应的资源包构建信息

Parameters
TypeNameDescription
System.StringbundleName资源包名称

GetPipelineBuilds(bool)

获取构建管线里需要的数据

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Declaration
public AssetBundleBuild[] GetPipelineBuilds(bool replaceAssetPathWithAddress)
Returns

UnityEditor.AssetBundleBuild[]: 所有资源包的 AssetBundleBuild 数据数组

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

CreateEmptyBundleInfo(string)

创建空的资源包

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Declaration
public void CreateEmptyBundleInfo(string bundleName)
Parameters
TypeNameDescription
System.StringbundleName资源包名称