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; } } } }