update editor code
1. 移除了BuildParameters.AutoAnalyzeRedundancy字段 2. 移除了DefaultShareAssetPackRule 3. 新增了ZeroRedundancySharedPackRule 4. 新增了FullRedundancySharedPackRule
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@@ -49,7 +49,7 @@ namespace YooAsset.Editor
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/// <summary>
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/// 参与构建的资源列表
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/// 注意:不包含零依赖资源
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/// 注意:不包含零依赖资源和冗余资源
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/// </summary>
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public readonly List<BuildAssetInfo> AllMainAssets = new List<BuildAssetInfo>();
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@@ -149,7 +149,15 @@ namespace YooAsset.Editor
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}
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/// <summary>
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/// 获取该资源包内的所有资源(包括零依赖资源)
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/// 获取构建的资源路径列表
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/// </summary>
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public string[] GetAllMainAssetPaths()
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{
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return AllMainAssets.Select(t => t.AssetPath).ToArray();
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}
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/// <summary>
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/// 获取该资源包内的所有资源(包括零依赖资源和冗余资源)
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/// </summary>
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public List<string> GetAllBuiltinAssetPaths()
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{
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@@ -161,6 +169,7 @@ namespace YooAsset.Editor
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continue;
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foreach (var dependAssetInfo in assetInfo.AllDependAssetInfos)
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{
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// 注意:依赖资源里只添加零依赖资源和冗余资源
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if (dependAssetInfo.HasBundleName() == false)
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{
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if (result.Contains(dependAssetInfo.AssetPath) == false)
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@@ -171,22 +180,6 @@ namespace YooAsset.Editor
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return result;
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}
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/// <summary>
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/// 获取构建的资源路径列表
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/// </summary>
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public string[] GetAllMainAssetPaths()
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{
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return AllMainAssets.Select(t => t.AssetPath).ToArray();
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}
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/// <summary>
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/// 获取所有写入补丁清单的资源
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/// </summary>
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public BuildAssetInfo[] GetAllMainAssetInfos()
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{
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return AllMainAssets.Where(t => t.CollectorType == ECollectorType.MainAssetCollector).ToArray();
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}
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/// <summary>
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/// 创建AssetBundleBuild类
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/// </summary>
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@@ -200,6 +193,14 @@ namespace YooAsset.Editor
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return build;
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}
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/// <summary>
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/// 获取所有写入补丁清单的资源
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/// </summary>
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public BuildAssetInfo[] GetAllManifestAssetInfos()
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{
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return AllMainAssets.Where(t => t.CollectorType == ECollectorType.MainAssetCollector).ToArray();
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}
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/// <summary>
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/// 创建PackageBundle类
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/// </summary>
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