public AssetBundleAnalyzerController(AssetBundleCollection assetBundleCollection) { m_AssetBundleCollection = assetBundleCollection != null ? assetBundleCollection : new AssetBundleCollection(); //注册事件 m_AssetBundleCollection.EventOnLoadingAssetBundle += OnLoadingAssetBundle; m_AssetBundleCollection.EventOnLoadingAsset += OnLoadingAsset; m_AssetBundleCollection.EventOnLoadCompleted += OnLoadCompleted; m_DependencyDatas = new Dictionary <string, DependencyData>(); m_ScatteredAssetInfos = new Dictionary <string, List <AssetInfo> >(); m_AnalyzedStamps = new HashSet <Stamp>(); m_CircularDependencyDatas = new List <string[]>(); }
//编辑器内资源列表排序顺序,可以是 Name(资源文件名)、Path(资源全路径)或者 Guid(资源GUID)。 //private AssetSorterType m_AssetSorter; public AssetBundleEditorController() { m_ConfigurationPath = Type.GetConfigurationPath <AssetBundleEditorConfigPathAttribute>() ?? Utility.Path.GetCombinePath(Application.dataPath, "GameFramework/Configs/AssetBundleEditor.xml"); m_AssetBundleCollection = new AssetBundleCollection(); m_AssetBundleCollection.EventOnLoadingAssetBundle += delegate(int index, int count) { if (EventOnLoadingAssetBundle != null) { EventOnLoadingAssetBundle(index, count); } }; m_AssetBundleCollection.EventOnLoadingAsset += delegate(int index, int count) { if (EventOnLoadingAsset != null) { EventOnLoadingAsset(index, count); } }; m_AssetBundleCollection.EventOnLoadCompleted += delegate() { if (EventOnLoadCompleted != null) { EventOnLoadCompleted(); } }; m_SourceAssetSearchPaths = new List <string>(); m_SourceAssetSearchRelativePaths = new List <string>(); m_SourceAssets = new Dictionary <string, SourceAsset>(); SourceAssetRoot = null; m_SourceAssetRootPath = null; m_SourceAssetUnionTypeFilter = null; m_SourceAssetUnionLabelFilter = null; m_SourceAssetExceptTypeFilter = null; m_SourceAssetExceptLabelFilter = null; AssetSorter = AssetSorterType.Path; SourceAssetRootPath = DefaultSourceAssetRootPath; }