Пример #1
0
        public static BuildInput GenerateBuildInput()
        {
            BuildInput result;

            BundleBuildInterface.GenerateBuildInput_Injected(out result);
            return(result);
        }
Пример #2
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        public static BuildOutput WriteAllResourceFiles(BuildCommandSet commands, BuildSettings settings, BuildUsageTagSet usageSet, string outputFolder)
        {
            BuildOutput result;

            BundleBuildInterface.WriteAllResourceFiles_Injected(commands, ref settings, usageSet, outputFolder, out result);
            return(result);
        }
Пример #3
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        public static SceneLoadInfo PrepareScene(string scenePath, BuildSettings settings, string outputFolder, BuildUsageTagSet usageSet)
        {
            SceneLoadInfo result;

            BundleBuildInterface.PrepareScene_Injected(scenePath, ref settings, outputFolder, usageSet, out result);
            return(result);
        }
Пример #4
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 public static uint ArchiveAndCompress(ResourceFile[] resourceFiles, string outputBundlePath, BuildCompression compression)
 {
     return(BundleBuildInterface.ArchiveAndCompress_Injected(resourceFiles, outputBundlePath, ref compression));
 }
Пример #5
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 public static Type GetTypeForObject(ObjectIdentifier objectID)
 {
     return(BundleBuildInterface.GetTypeForObject_Injected(ref objectID));
 }
Пример #6
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 public static void CalculateBuildUsageTags(ObjectIdentifier[] objectIDs, ObjectIdentifier[] dependentObjectIDs, BuildUsageTagGlobal globalUsage, BuildUsageTagSet usageSet)
 {
     BundleBuildInterface.CalculateBuildUsageTags_Injected(objectIDs, dependentObjectIDs, ref globalUsage, usageSet);
 }
Пример #7
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 public static ObjectIdentifier[] GetPlayerDependenciesForObject(ObjectIdentifier objectID, BuildTarget target, TypeDB typeDB)
 {
     return(BundleBuildInterface.GetPlayerDependenciesForObject_Injected(ref objectID, target, typeDB));
 }
Пример #8
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 public static ObjectIdentifier[] GetPlayerObjectIdentifiersInAsset(GUID asset, BuildTarget target)
 {
     return(BundleBuildInterface.GetPlayerObjectIdentifiersInAsset_Injected(ref asset, target));
 }