NBC修改
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@@ -1,32 +0,0 @@
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using System;
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namespace NBC.Asset.Editor
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{
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/// <summary>
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/// 类型绑定
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/// </summary>
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[AttributeUsage(AttributeTargets.Class)]
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public class BindAttribute : Attribute
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{
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public object BindObject;
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public BindAttribute(object obj)
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{
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this.BindObject = obj;
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}
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}
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/// <summary>
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/// 类标记Id
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/// </summary>
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[AttributeUsage(AttributeTargets.Class)]
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public class IdAttribute : Attribute
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{
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public int Id;
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public IdAttribute(int id)
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{
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Id = id;
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}
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}
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}
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@@ -1,3 +0,0 @@
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fileFormatVersion: 2
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guid: 277b3183c3774a7fb08188efe41c7af3
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timeCreated: 1675824272
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@@ -1,44 +0,0 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace NBC.Asset.Editor
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{
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[FilePath("Assets/BuildSettings.asset")]
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public class BuildSettings : ScriptableSingleton<BuildSettings>
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{
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[Header("模拟运行模式")] public bool Simulate = true;
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[Header("Bundle文件后缀")] public string BundlesExtension = ".bundle";
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[Header("Shader打包到一起")] public bool ShaderBuildTogether = true;
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[Header("Shader文件后缀")]
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public List<string> ShaderExtensions = new List<string> { ".shader", ".shadervariants", ".compute" };
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#region 静态成员
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public static string BuildTargetName => EditUtil.GetActiveBuildTargetName();
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public static string PlatformCachePath =>
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$"{Environment.CurrentDirectory}/Bundles/Cache/{BuildTargetName}"
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.Replace('\\', '/');
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public static string PlatformPath =>
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$"{Environment.CurrentDirectory}/Bundles/{BuildTargetName}"
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.Replace('\\', '/');
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public static string GetCachePath(string file)
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{
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return $"{PlatformCachePath}/{file}";
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}
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public static string GetBuildPath(string file)
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{
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return $"{PlatformPath}/{file}";
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}
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#endregion
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}
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}
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@@ -1,3 +0,0 @@
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fileFormatVersion: 2
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guid: 4b03efacaf4949a8a426576b588b2da2
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timeCreated: 1675052388
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@@ -1,24 +0,0 @@
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using System.Collections.Generic;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace NBC.Asset.Editor
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{
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[FilePath("Assets/CollectorSetting.asset")]
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public class CollectorSetting : ScriptableSingleton<CollectorSetting>
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{
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/// <summary>
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/// 资源包
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/// </summary>
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public List<PackageConfig> Packages = new List<PackageConfig>();
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public void Save()
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{
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#if UNITY_EDITOR
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EditorUtility.SetDirty(CollectorSetting.Instance);
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AssetDatabase.SaveAssets();
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#endif
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}
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}
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}
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@@ -1,3 +0,0 @@
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fileFormatVersion: 2
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guid: fb797276877142dfb00042b5dc5064ba
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timeCreated: 1677206357
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