Firstborn/Library/PackageCache/com.unity.addressables@1.19.19/Editor/Build/AddressablesDataBuilders.cs
Schaken-Mods 7502018d20 Adding Mod Support
There is an asset in the store I grabbed. the coding is WAY above my head, I got about half of it and integrated and adapted what I can to it. im going as far as I can with it and ill come back in a few month when I understand t better.
2023-05-13 22:01:48 -05:00

68 lines
2.5 KiB
C#

using System;
using UnityEngine;
namespace UnityEditor.AddressableAssets.Build
{
/// <summary>
/// Contains information about the status of the build.
/// </summary>
public class AddressableAssetBuildResult : IDataBuilderResult
{
/// <summary>
/// Duration of build, in seconds.
/// </summary>
public double Duration { get; set; }
/// <summary>
/// The number of addressable assets contained in the build.
/// </summary>
public int LocationCount { get; set; }
/// <summary>
/// Error that caused the build to fail.
/// </summary>
public string Error { get; set; }
/// <summary>
/// Path of runtime settings file
/// </summary>
public string OutputPath { get; set; }
/// <summary>
/// Registry of files created during the build
/// </summary>
public FileRegistry FileRegistry { get; set; }
/// <summary>
/// Helper method to create the desired result of a data builder. This should always be used to create the build result
/// with additional details added as needed. The Result.Duration should always be set at the end of the build
/// script in the non-error scenario.
/// </summary>
/// <param name="settingsPath">Path to the settings.json file (name may not always match that exactly) generated by this build</param>
/// <param name="locCount">Number of locations created by this build</param>
/// <param name="err">Error string if there were problems with the build. Defaults to empty</param>
/// <typeparam name="TResult">The actual build result created</typeparam>
/// <returns></returns>
public static TResult CreateResult<TResult>(string settingsPath, int locCount, string err = "") where TResult : IDataBuilderResult
{
var opResult = Activator.CreateInstance<TResult>();
opResult.OutputPath = settingsPath;
opResult.Duration = 0;
opResult.Error = err;
opResult.LocationCount = locCount;
return opResult;
}
}
/// <summary>
/// Build result for entering play mode in the editor.
/// </summary>
[Serializable]
public class AddressablesPlayModeBuildResult : AddressableAssetBuildResult
{
}
/// <summary>
/// Build result for building the player.
/// </summary>
public class AddressablesPlayerBuildResult : AddressableAssetBuildResult
{
}
}