61 lines
2.5 KiB
C#
61 lines
2.5 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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namespace YooAsset.Editor
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{
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public class BuiltinBuildParameters : BuildParameters
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{
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/// <summary>
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/// 压缩选项
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/// </summary>
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public ECompressOption CompressOption = ECompressOption.Uncompressed;
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/// <summary>
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/// 禁止写入类型树结构(可以降低包体和内存并提高加载效率)
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/// </summary>
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public bool DisableWriteTypeTree = false;
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/// <summary>
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/// 忽略类型树变化
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/// </summary>
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public bool IgnoreTypeTreeChanges = true;
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/// <summary>
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/// 获取内置构建管线的构建选项
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/// </summary>
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public BuildAssetBundleOptions GetBundleBuildOptions()
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{
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// For the new build system, unity always need BuildAssetBundleOptions.CollectDependencies and BuildAssetBundleOptions.DeterministicAssetBundle
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// 除非设置ForceRebuildAssetBundle标记,否则会进行增量打包
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BuildAssetBundleOptions opt = BuildAssetBundleOptions.None;
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opt |= BuildAssetBundleOptions.StrictMode; //Do not allow the build to succeed if any errors are reporting during it.
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if (BuildMode == EBuildMode.DryRunBuild)
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{
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opt |= BuildAssetBundleOptions.DryRunBuild;
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return opt;
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}
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if (CompressOption == ECompressOption.Uncompressed)
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opt |= BuildAssetBundleOptions.UncompressedAssetBundle;
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else if (CompressOption == ECompressOption.LZ4)
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opt |= BuildAssetBundleOptions.ChunkBasedCompression;
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if (BuildMode == EBuildMode.ForceRebuild)
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opt |= BuildAssetBundleOptions.ForceRebuildAssetBundle; //Force rebuild the asset bundles
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if (DisableWriteTypeTree)
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opt |= BuildAssetBundleOptions.DisableWriteTypeTree; //Do not include type information within the asset bundle (don't write type tree).
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if (IgnoreTypeTreeChanges)
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opt |= BuildAssetBundleOptions.IgnoreTypeTreeChanges; //Ignore the type tree changes when doing the incremental build check.
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opt |= BuildAssetBundleOptions.DisableLoadAssetByFileName; //Disables Asset Bundle LoadAsset by file name.
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opt |= BuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtension; //Disables Asset Bundle LoadAsset by file name with extension.
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return opt;
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}
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}
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} |