44 lines
1.3 KiB
C#
44 lines
1.3 KiB
C#
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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} |