GetFileHash() public static method

public static GetFileHash ( string path, bool force = false ) : string
path string
force bool
return string
Ejemplo n.º 1
0
 public string GetHash()
 {
     if (type == AssetType.Builtin)
     {
         return("0000000000");
     }
     else
     {
         return(AssetBundleUtils.GetFileHash(file.FullName));
     }
 }
Ejemplo n.º 2
0
 public string GetHash()
 {
     if (type == AssetType.Builtin)
     {
         return("0000000000");
     }
     else
     #region 2018年8月28日15:19:05 HCFeng修改为写入ab与ab的依赖文件的哈希值
     {
         //return AssetBundleUtils.GetFileHash(file.FullName);
         return(AssetBundleUtils.GetFileHash(bundleSavePath) + "|" + AssetBundleUtils.GetFileHash(bundleSavePath + ".manifest"));
     }
     #endregion
 }
Ejemplo n.º 3
0
        /// <summary>
        /// Texture
        /// AudioClip
        /// Mesh
        /// Model
        /// Shader
        /// 这些类型的Asset的一配置是放在.meta中的,所以要监视它们的变化
        /// 而在5x中系统会自己处理的,不用管啦
        /// </summary>
        void LoadMetaHashIfNecessary()
        {
            bool needLoad = false;

            if (typeof(Texture).IsInstanceOfType(asset) ||
                typeof(AudioClip).IsInstanceOfType(asset) ||
                typeof(Mesh).IsInstanceOfType(asset) ||
                typeof(Shader).IsInstanceOfType(asset))
            {
                needLoad = true;
            }

            if (!needLoad)
            {
                AssetImporter importer = AssetImporter.GetAtPath(assetPath);
                needLoad = typeof(ModelImporter).IsInstanceOfType(importer);
            }

            if (needLoad)
            {
                _metaHash = AssetBundleUtils.GetFileHash(assetPath + ".meta");
            }
        }