using System; using System.Collections.Generic; using UnityEngine; namespace NBC.Asset.Editor { [FilePath("Assets/BuildSettings.asset")] public class BuildSettings : ScriptableSingleton { [Header("模拟运行模式")] public bool Simulate = true; [Header("Bundle文件后缀")] public string BundlesExtension = ".bundle"; [Header("Shader打包到一起")] public bool ShaderBuildTogether = true; [Header("Shader文件后缀")] public List ShaderExtensions = new List { ".shader", ".shadervariants", ".compute" }; #region 静态成员 public static string BuildTargetName => EditUtil.GetActiveBuildTargetName(); public static string PlatformCachePath => $"{Environment.CurrentDirectory}/Bundles/Cache/{BuildTargetName}" .Replace('\\', '/'); public static string PlatformPath => $"{Environment.CurrentDirectory}/Bundles/{BuildTargetName}" .Replace('\\', '/'); public static string GetCachePath(string file) { return $"{PlatformCachePath}/{file}"; } public static string GetBuildPath(string file) { return $"{PlatformPath}/{file}"; } #endregion } }