private void GetResFromDir(ResDir dir) { if (dir.ignore) { return; } List <string> files = FileUtils.GetFiles(dir.path, dir.filePattern); string shaderBundleSingleName = null; foreach (var file in files) { if (resList.ContainsKey(file)) { continue; } ResInfo resInfo = new ResInfo() { res = file, dir = dir, refBy = null, refCount = 0, depends = null, }; resList.Add(file, resInfo); } }
private void GetResList() { resList = new Dictionary <string, ResInfo>(); string _progressTitle = "获取基础资源"; EditorUtility.DisplayProgressBar(_progressTitle, "", 0); for (int i = 0; i < resDirs.Count; ++i) { ResDir dir = resDirs[i]; GetResFromDir(dir); EditorUtility.DisplayProgressBar(_progressTitle, dir.path, (float)(i + 1) / resDirs.Count); } EditorUtility.ClearProgressBar(); }
private void GetResFromDir(ResDir dir) { if (dir.ignore) { return; } List <string> files = FileUtils.GetFiles(dir.path, dir.filePattern); string shaderBundleSingleName = null; foreach (var file in files) { if (resList.ContainsKey(file)) { continue; } ResInfo resInfo = new ResInfo() { res = file, dir = dir, refBy = null, refCount = 0, depends = null, }; if (dir.bundleType == BundleType.Single) { if (resInfo.IsShaderAsset()) { string bundleBasicName = resInfo.GetShaderBundleBasicName(); if (null != bundleBasicName) { if (null == shaderBundleSingleName) { shaderBundleSingleName = dir.path.Replace('/', '_'); } ResDataHelp.shadersAsSingleNames[bundleBasicName] = shaderBundleSingleName; } } } resList.Add(file, resInfo); } }