Files
Fishing2/Assets/Scripts/NBC/Editor/Runtime/Settings/FantasySettingsScriptableObject.cs
2025-07-03 14:16:18 +08:00

25 lines
1.3 KiB
C#

using UnityEditor;
using UnityEditor.Compilation;
using UnityEditorInternal;
using UnityEngine;
using UnityEngine.Serialization;
namespace NBC
{
[ScriptableObjectPath("ProjectSettings/FantasySettings.asset")]
public class FantasySettingsScriptableObject : ScriptableObjectSingleton<FantasySettingsScriptableObject>, 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() { }
}
}