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using UnityEngine;
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namespace YooAsset
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{
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[CreateAssetMenu(fileName = "YooAssetSetting", menuName = "YooAsset/Create Setting")]
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public class ResourceSetting : ScriptableObject
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{
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/// <summary>
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/// AssetBundle文件的后缀名
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/// </summary>
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public string AssetBundleFileVariant = "bundle";
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/// <summary>
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/// 原生文件的后缀名
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/// </summary>
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public string RawFileVariant = "rawfile";
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/// <summary>
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/// 构建输出的补丁清单文件名称
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/// </summary>
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public string PatchManifestFileName = "PatchManifest.bytes";
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/// <summary>
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/// 构建输出的补丁清单哈希文件名称
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/// </summary>
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public string PatchManifestHashFileName = "PatchManifestHash.bytes";
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/// <summary>
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/// 构建输出的Unity清单文件名称
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/// </summary>
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public string UnityManifestFileName = "UnityManifest";
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/// <summary>
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/// 构建输出的说明文件
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/// </summary>
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public string ReadmeFileName = "readme.txt";
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}
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}
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