update file system
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+6
-6
@@ -10,8 +10,8 @@ namespace YooAsset
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public int callbackOrder { get { return 0; } }
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/// <summary>
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/// 在构建应用程序前自动生成内置资源清单。
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/// 原理:搜索StreamingAssets目录下的所有资源文件,然后将这些文件信息写入内置资源清单,并存储在Resources目录下。
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/// 在构建应用程序前自动生成内置资源目录文件。
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/// 原理:搜索StreamingAssets目录下的所有资源文件,然后将这些文件信息写入文件,并存储在Resources目录下。
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/// </summary>
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public void OnPreprocessBuild(UnityEditor.Build.Reporting.BuildReport report)
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{
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@@ -24,7 +24,7 @@ namespace YooAsset
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DirectoryInfo rootDirectory = new DirectoryInfo(rootPath);
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if (rootDirectory.Exists == false)
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{
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Debug.LogWarning($"Not found buildin root folder : {rootPath}");
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Debug.LogWarning($"Can not found buildin root folder : {rootPath}");
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return;
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}
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@@ -44,7 +44,7 @@ namespace YooAsset
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string versionFilePath = $"{pacakgeDirectory}/{versionFileName}";
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if (File.Exists(versionFilePath) == false)
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{
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Debug.LogWarning($"Not found package version file : {versionFilePath}");
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Debug.LogWarning($"Can not found package version file : {versionFilePath}");
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return;
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}
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@@ -58,7 +58,7 @@ namespace YooAsset
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string manifestFilePath = $"{pacakgeDirectory}/{manifestFileName}";
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if (File.Exists(manifestFilePath) == false)
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{
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Debug.LogWarning($"Not found package manifest file : {manifestFilePath}");
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Debug.LogWarning($"Can not found package manifest file : {manifestFilePath}");
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return;
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}
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@@ -107,7 +107,7 @@ namespace YooAsset
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UnityEditor.AssetDatabase.CreateAsset(buildinFileCatalog, saveFilePath);
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UnityEditor.AssetDatabase.SaveAssets();
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UnityEditor.AssetDatabase.Refresh();
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Debug.Log($"一共记录{buildinFileCatalog.Wrappers.Count}个内置资源文件,内置资源目录文件保存成功 : {saveFilePath}");
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Debug.Log($"Succeed to save buildin file catalog : {saveFilePath}");
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}
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}
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}
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