private static void Initialize() { TemporaryAssetHelper.Initialize(); MaterialJsonData.Initialize(); AssetBuildStrategyManager.Initialize(); AssetBundleBuilder.Initialize(); AssetRecordHelper.ReadAssetRecord(); Logger.GetLogger(LOGGER_NAME).Level = Logger.LEVEL_LOG; _processedAssetPathSet = new HashSet <string>(); }
public HashSet <string> Process(string entryPath, Material material, StrategyNode node) { HashSet <string> result = new HashSet <string>(); if (material == null) { Debug.LogError("资源打包出错, 缺少Material:" + entryPath); } string materialPath = MaterialAssetProcessor.GetMaterialPath(material); string shaderPath = MaterialAssetProcessor.GetShaderPath(material.shader); if (node.pattern.IsMatch(shaderPath)) { MaterialJsonData jsonData = MaterialJsonData.GetMaterialJsonData(materialPath); jsonData.shaderFileName = GetShaderFileName(material.shader); jsonData.shaderKey = AssetPathHelper.GetObjectKey(entryPath, shaderPath, material.shader, node); jsonData.FillNoTexturePropertyData(material, node); result.Add(shaderPath); } return(result); }