【m】yooasset更新
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@@ -63,14 +63,19 @@ namespace YooAsset
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{
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"link.xml",
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"buildlogtep.json",
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$"{packageName}.version",
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$"{packageName}_{packageVersion}.bytes",
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$"{packageName}_{packageVersion}.hash",
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$"{packageName}_{packageVersion}.json",
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$"{packageName}_{packageVersion}.report",
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DefaultBuildinFileSystemDefine.BuildinCatalogJsonFileName,
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DefaultBuildinFileSystemDefine.BuildinCatalogBinaryFileName
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};
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string packageVersionFileName = YooAssetSettingsData.GetPackageVersionFileName(packageName);
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string packageHashFileName = YooAssetSettingsData.GetPackageHashFileName(packageName, packageVersion);
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string manifestBinaryFIleName = YooAssetSettingsData.GetManifestBinaryFileName(packageName, packageVersion);
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string manifestJsonFIleName = YooAssetSettingsData.GetManifestJsonFileName(packageName, packageVersion);
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string reportFileName = YooAssetSettingsData.GetBuildReportFileName(packageName, packageVersion);
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whiteFileList.Add(packageVersionFileName);
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whiteFileList.Add(packageHashFileName);
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whiteFileList.Add(manifestBinaryFIleName);
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whiteFileList.Add(manifestJsonFIleName);
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whiteFileList.Add(reportFileName);
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// 记录所有内置资源文件
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DirectoryInfo rootDirectory = new DirectoryInfo(packageDirectory);
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@@ -113,6 +118,34 @@ namespace YooAsset
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Debug.Log($"Succeed to save catalog file : {binaryFilePath}");
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return true;
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}
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/// <summary>
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/// 生成空的包裹内置资源目录文件
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/// </summary>
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public static bool CreateEmptyCatalogFile(string packageName, string packageVersion, string outputPath)
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{
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// 创建内置清单实例
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var buildinFileCatalog = new DefaultBuildinFileCatalog();
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buildinFileCatalog.FileVersion = CatalogDefine.FileVersion;
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buildinFileCatalog.PackageName = packageName;
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buildinFileCatalog.PackageVersion = packageVersion;
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// 创建输出文件
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string jsonFilePath = $"{outputPath}/{DefaultBuildinFileSystemDefine.BuildinCatalogJsonFileName}";
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if (File.Exists(jsonFilePath))
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File.Delete(jsonFilePath);
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SerializeToJson(jsonFilePath, buildinFileCatalog);
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// 创建输出文件
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string binaryFilePath = $"{outputPath}/{DefaultBuildinFileSystemDefine.BuildinCatalogBinaryFileName}";
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if (File.Exists(binaryFilePath))
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File.Delete(binaryFilePath);
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SerializeToBinary(binaryFilePath, buildinFileCatalog);
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UnityEditor.AssetDatabase.Refresh();
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Debug.Log($"Succeed to save catalog file : {binaryFilePath}");
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return true;
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}
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#endif
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/// <summary>
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