public static void CacheAssetBundleBuildOutput(BuildOutput output, BuildSettings settings) { // TODO: Cache data about this build result for future patching, incremental build, etc }
private static extern void PrepareScene_Injected(string scenePath, ref BuildSettings settings, string outputFolder, BuildUsageTagSet usageSet, out SceneLoadInfo ret);
private static extern void WriteResourceFilesForBundle_Injected(BuildCommandSet commands, string bundleName, ref BuildSettings settings, BuildUsageTagSet usageSet, string outputFolder, out BuildOutput ret);
public static BuildOutput WriteResourceFilesForBundles(BuildCommandSet commands, string[] bundleNames, BuildSettings settings, BuildUsageTagSet usageSet, string outputFolder) { BuildOutput result; BundleBuildInterface.WriteResourceFilesForBundles_Injected(commands, bundleNames, ref settings, usageSet, outputFolder, out result); return(result); }
extern public static BuildOutput WriteAllResourceFiles(BuildCommandSet commands, BuildSettings settings, BuildUsageTagSet usageSet, string outputFolder);
extern public static BuildOutput WriteResourceFilesForBundles(BuildCommandSet commands, string[] bundleNames, BuildSettings settings, BuildUsageTagSet usageSet, string outputFolder);
extern public static SceneLoadInfo PrepareScene(string scenePath, BuildSettings settings, string outputFolder, BuildUsageTagSet usageSet);
private static extern void WriteResourceFiles_Injected(ref BuildCommandSet commands, ref BuildSettings settings, out BuildOutput ret);