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
View Source
Declaration
public class BuildMapContext
Properties
AssetFileCount
参与构建的资源总数
View Source
Declaration
public int AssetFileCount { get; set; }
Command
资源收集命令
View Source
Declaration
public CollectCommand Command { get; set; }
Collection
资源包信息列表
View Source
Declaration
public Dictionary<string, BuildBundleInfo>.ValueCollection Collection { get; }
SpriteAtlasAssetList
图集资源集合
View Source
Declaration
public IReadOnlyList<BuildAssetInfo> SpriteAtlasAssetList { get; }
IndependentAssets
未被依赖的资源列表
View Source
Declaration
public IReadOnlyList<ReportIndependentAsset> IndependentAssets { get; }
Methods
PackAsset(BuildAssetInfo)
添加一个打包资源
View Source
Declaration
public void PackAsset(BuildAssetInfo assetInfo)
Parameters
| Type | Name | Description |
|---|---|---|
| YooAsset.Editor.BuildAssetInfo | assetInfo | 待打包的资源信息 |
IsContainsBundle(string)
检查是否包含指定名称的资源包
View Source
Declaration
public bool IsContainsBundle(string bundleName)
Returns
System.Boolean: 包含返回 true,否则返回 false
Parameters
| Type | Name | Description |
|---|---|---|
System.String | bundleName | 资源包名称 |
GetBundleInfo(string)
获取资源包信息
View Source
Declaration
public BuildBundleInfo GetBundleInfo(string bundleName)
Returns
YooAsset.Editor.BuildBundleInfo: 对应的资源包构建信息
Parameters
| Type | Name | Description |
|---|---|---|
System.String | bundleName | 资源包名称 |
GetPipelineBuilds(bool)
获取构建管线里需要的数据
View Source
Declaration
public AssetBundleBuild[] GetPipelineBuilds(bool replaceAssetPathWithAddress)
Returns
UnityEditor.AssetBundleBuild[]: 所有资源包的 AssetBundleBuild 数据数组
Parameters
| Type | Name | Description |
|---|---|---|
System.Boolean | replaceAssetPathWithAddress | 是否使用可寻址地址替代资源路径 |
CreateEmptyBundleInfo(string)
创建空的资源包
View Source
Declaration
public void CreateEmptyBundleInfo(string bundleName)
Parameters
| Type | Name | Description |
|---|---|---|
System.String | bundleName | 资源包名称 |