com.alicizax.unity.editor.e.../Editor/Build/BuildCLI/BuildParameter.cs

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using System;
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using AlicizaX;
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using AlicizaX.Debugger.Runtime;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Serialization;
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using YooAsset;
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using YooAsset.Editor;
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public class AppBuildParameter
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{
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public BuildTarget BuildTarget;
public string OutPutPath;
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public DebuggerActiveWindowType ShowDebugWnd;
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public bool DevelopBuild;
public int ResMode;
public string FileName;
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public string Language;
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public string[] Scenes;
/// <summary>
/// 版本
/// </summary>
public string Version;
/// <summary>
/// 是否全屏
/// </summary>
public FullScreenMode FullScreenMode;
/// <summary>
/// 窗口化大小
/// </summary>
public Vector2Int WindowedScreenSize;
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}
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public class ResourceBuildParameter
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{
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public BuildTarget ResourceBuildTarget;
public string PackageVersion;
public bool UseDefaultPackageVersion;
public string OutputPath;
public ResourceBuildMode BuildMode;
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public ECompressOption CompressOption = ECompressOption.LZ4;
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public EFileNameStyle FileNameStyle = EFileNameStyle.BundleName_HashName;
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/// <summary>
/// 从文件头里剥离Unity版本信息
/// </summary>
public bool StripUnityVersion = false;
/// <summary>
/// 禁止写入类型树结构(可以降低包体和内存并提高加载效率)
/// </summary>
public bool DisableWriteTypeTree = false;
/// <summary>
/// 忽略类型树变化(无效参数)
/// </summary>
public bool IgnoreTypeTreeChanges = true;
/// <summary>
/// 使用可寻址地址代替资源路径
/// 说明:开启此项可以节省运行时清单占用的内存!
/// </summary>
public bool ReplaceAssetPathWithAddress = false;
/// <summary>
/// 自动建立资源对象对图集的依赖关系
/// </summary>
public bool TrackSpriteAtlasDependencies = false;
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public string EncryptionServiceType = "AlicizaX.Resource.Editor.FileOffsetEncryption";
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}
public enum ResourceBuildMode
{
Offline,
Online,
}