com.alicizax.unity.editor.e.../Editor/Build/BuildCLI/BuildParameter.cs
2025-11-05 19:31:26 +08:00

84 lines
2.0 KiB
C#

using System;
using AlicizaX;
using AlicizaX.Debugger.Runtime;
using UnityEditor;
using UnityEngine;
using UnityEngine.Serialization;
using YooAsset;
using YooAsset.Editor;
public class AppBuildParameter
{
public BuildTarget BuildTarget;
public string OutPutPath;
public DebuggerActiveWindowType ShowDebugWnd;
public bool DevelopBuild;
public int ResMode;
public string FileName;
public string Language;
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;
}
public class ResourceBuildParameter
{
public BuildTarget ResourceBuildTarget;
public string PackageVersion;
public bool UseDefaultPackageVersion;
public string OutputPath;
public ResourceBuildMode BuildMode;
public ECompressOption CompressOption = ECompressOption.LZ4;
public EFileNameStyle FileNameStyle = EFileNameStyle.BundleName_HashName;
/// <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;
public string EncryptionServiceType = "AlicizaX.Resource.Editor.FileOffsetEncryption";
}
public enum ResourceBuildMode
{
Offline,
Online,
}