using System; using System.Collections; using System.Collections.Generic; using UnityEditor; namespace YooAsset.Editor { [Serializable] public class ReportSummary { /// /// YooAsset版本 /// public string YooVersion; /// /// 引擎版本 /// public string UnityVersion; /// /// 构建时间 /// public string BuildDate; /// /// 构建耗时(单位:秒) /// public int BuildSeconds; /// /// 构建平台 /// public BuildTarget BuildTarget; /// /// 构建管线 /// public string BuildPipeline; /// /// 构建的资源包类型 /// public int BuildBundleType; /// /// 构建包裹名称 /// public string BuildPackageName; /// /// 构建包裹版本 /// public string BuildPackageVersion; /// /// 构建包裹备注 /// public string BuildPackageNote; // 收集器配置 public bool UniqueBundleName; public bool EnableAddressable; public bool LocationToLower; public bool IncludeAssetGUID; public bool AutoCollectShaders; public string IgnoreRuleName; // 构建参数 public bool ClearBuildCacheFiles; public bool UseAssetDependencyDB; public bool EnableSharePackRule; public bool SingleReferencedPackAlone; public string EncryptionServicesClassName; public string ManifestProcessServicesClassName; public string ManifestRestoreServicesClassName; public EFileNameStyle FileNameStyle; // 引擎参数 public ECompressOption CompressOption; public bool DisableWriteTypeTree; public bool IgnoreTypeTreeChanges; public bool WriteLinkXML = true; public string CacheServerHost; public int CacheServerPort; public string BuiltinShadersBundleName; public string MonoScriptsBundleName; // 构建结果 public int AssetFileTotalCount; public int MainAssetTotalCount; public int AllBundleTotalCount; public long AllBundleTotalSize; public int EncryptedBundleTotalCount; public long EncryptedBundleTotalSize; } }