/// <summary> /// Bundle的信息 /// </summary> /// <param name="node"></param> /// <param name="allTree"></param> public AssetBundleInfo(AssetDependenctGraph.Node node, Dictionary <string, AssetDependenctGraph.Node> allTree, SortedList <string, AssetBundleInfo> __sortedBundleTree) { this.selfNode = node; Tree = allTree; sortedBundleTree = __sortedBundleTree; var info = new FileInfo(node.NodePath); //检测是否必须单独进行打包 if (AssetPathRule.IsMustBuild(node.NodePath)) { alone_set = true; } size = info.Length; lastWriteTime = info.LastWriteTime; //查询构建被引用了多少次 BuildBeDependenctCount(this.selfNode); //this.guid = AssetDatabase.AssetPathToGUID(BuildUtils.GetAssetRelativePath(this.selfNode.NodePath)); //guid = AssetDatabase.AssetPathToGUID(this.selftree.assetPath); //var extension = Path.GetExtension(this.selfNode.NodePath); //获取资源打包的类型数据 type = AssetFileType.GetAssetBundleBuildType(this.selfNode.NodePath, Path.GetExtension(this.selfNode.NodePath)); }
/// <summary> /// 检测当前文件是否为shader文件 /// </summary> /// <returns></returns> public bool IsShader() { if (string.IsNullOrEmpty(NodePath)) { return(false); } string extension = BuildUtils.GetPathExtension(NodePath); if (AssetFileType.GetAssetBundleBuildType(NodePath, extension) == AssetBundleBuildType.Shader) { return(true); } return(false); }