Beispiel #1
0
 /// <summary>
 /// 读取配置
 /// </summary>
 private static void LoadSettingsFromPlayerPrefs(AssetBundleBuilder builder)
 {
     builder.CompressOption          = EditorTools.PlayerGetEnum <AssetBundleBuilder.ECompressOption>(StrEditorCompressOption, AssetBundleBuilder.ECompressOption.Uncompressed);
     builder.IsForceRebuild          = EditorTools.PlayerGetBool(StrEditorIsForceRebuild, false);
     builder.IsAppendHash            = EditorTools.PlayerGetBool(StrEditorIsAppendHash, false);
     builder.IsDisableWriteTypeTree  = EditorTools.PlayerGetBool(StrEditorIsDisableWriteTypeTree, false);
     builder.IsIgnoreTypeTreeChanges = EditorTools.PlayerGetBool(StrEditorIsIgnoreTypeTreeChanges, false);
 }
Beispiel #2
0
 /// <summary>
 /// 读取配置
 /// </summary>
 private void LoadSettingsFromPlayerPrefs()
 {
     CompressOption = EditorTools.PlayerGetEnum <ECompressOption>(StrEditorCompressOption, ECompressOption.Uncompressed);
     IsForceRebuild = EditorTools.PlayerGetBool(StrEditorIsForceRebuild, false);
 }
Beispiel #3
0
 /// <summary>
 /// 读取配置
 /// </summary>
 private void LoadSettingsFromPlayerPrefs()
 {
     _compressOption = EditorTools.PlayerGetEnum <ECompressOption>(StrEditorCompressOption, ECompressOption.Uncompressed);
     _isForceRebuild = EditorPrefs.GetBool(StrEditorIsForceRebuild, false);
     _buildinTags    = EditorPrefs.GetString(StrEditorBuildinTags, string.Empty);
 }