using System;
using System.IO;
using UnityEngine;
namespace NBC.Asset.Editor
{
[Serializable]
public class BuildAsset
{
///
/// 资源路径
///
public string Path;
///
/// 可寻址地址
///
public string Address;
///
/// 资源类型
///
public string Type;
///
/// 资源所属的bundle包
///
public string Bundle;
///
/// 资源标签
///
public string Tags;
// ///
// /// 资源依赖
// ///
// public string[] Dependencies = Array.Empty();
///
/// 资源所属组
///
[HideInInspector] public GroupConfig Group;
private long _size;
public long Size
{
get
{
if (_size == 0)
{
if (File.Exists(Path))
{
FileInfo info = new FileInfo(Path);
_size = info.Length;
}
}
return _size;
}
}
}
}