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Bob.Song
2026-03-05 18:07:55 +08:00
commit e125bb869e
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using System;
using System.Collections.Generic;
using UnityEngine;
namespace NBC.Asset.Editor
{
[FilePath("Assets/BuildSettings.asset")]
public class BuildSettings : ScriptableSingleton<BuildSettings>
{
[Header("模拟运行模式")] public bool Simulate = true;
[Header("Bundle文件后缀")] public string BundlesExtension = ".bundle";
[Header("Shader打包到一起")] public bool ShaderBuildTogether = true;
[Header("Shader文件后缀")]
public List<string> ShaderExtensions = new List<string> { ".shader", ".shadervariants", ".compute" };
#region
public static string BuildTargetName => EditUtil.GetActiveBuildTargetName();
public static string PlatformCachePath =>
$"{Environment.CurrentDirectory}/Bundles/Cache/{BuildTargetName}"
.Replace('\\', '/');
public static string PlatformPath =>
$"{Environment.CurrentDirectory}/Bundles/{BuildTargetName}"
.Replace('\\', '/');
public static string GetCachePath(string file)
{
return $"{PlatformCachePath}/{file}";
}
public static string GetBuildPath(string file)
{
return $"{PlatformPath}/{file}";
}
#endregion
}
}