using UnityEditor; using UnityEditor.Compilation; using UnityEditorInternal; using UnityEngine; using UnityEngine.Serialization; namespace NBC { [ScriptableObjectPath("ProjectSettings/FantasySettings.asset")] public class FantasySettingsScriptableObject : ScriptableObjectSingleton, ISerializationCallbackReceiver { [FormerlySerializedAs("AutoCopyAssembly")] [Header("自动拷贝程序集到HotUpdatePath目录中")] public bool autoCopyAssembly = false; [FormerlySerializedAs("HotUpdatePath")] [Header("HotUpdate目录(Unity编译后会把所有HotUpdate程序集Copy一份到这个目录下)")] public string hotUpdatePath; [FormerlySerializedAs("HotUpdateAssemblyDefinitions")] [Header("HotUpdate程序集")] public AssemblyDefinitionAsset[] hotUpdateAssemblyDefinitions; [FormerlySerializedAs("LinkAssemblyDefinitions")] [Header("指定要生成Link.xml的程序集")] public AssemblyDefinitionAsset[] linkAssemblyDefinitions; [FormerlySerializedAs("IncludeAssembly")] [Header("生成Link.xml时候默认包含的程序集")] public string[] includeAssembly = new[] { "Assembly-CSharp", "Fantasy.Unity" }; public void OnBeforeSerialize() { } public void OnAfterDeserialize() { } } }