Firstborn/Library/PackageCache/com.unity.addressables@1.19.19/Editor/Build/DataBuilders/AddressableAssetsBuildConte...
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

85 lines
3.2 KiB
C#

using System;
using System.Collections.Generic;
using UnityEditor.AddressableAssets.Settings;
using UnityEditor.Build.Pipeline.Interfaces;
using UnityEngine.AddressableAssets.Initialization;
using UnityEngine.AddressableAssets.ResourceLocators;
namespace UnityEditor.AddressableAssets.Build.DataBuilders
{
/// <summary>
/// Interface for any Addressables specific context objects to be used in the Scriptable Build Pipeline context store
/// </summary>
public interface IAddressableAssetsBuildContext : IContextObject {}
/// <summary>
/// Simple context object for passing data through SBP, between different sections of Addressables code.
/// </summary>
public class AddressableAssetsBuildContext : IAddressableAssetsBuildContext
{
private AddressableAssetSettings m_Settings;
/// <summary>
/// The settings object to use.
/// </summary>
[Obsolete("Use Settings property instead.")]
public AddressableAssetSettings settings;
/// <summary>
/// The settings object to use.
/// </summary>
public AddressableAssetSettings Settings
{
get
{
if (m_Settings == null && !string.IsNullOrEmpty(m_SettingsAssetPath))
m_Settings = AssetDatabase.LoadAssetAtPath<AddressableAssetSettings>(m_SettingsAssetPath);
return m_Settings;
}
set
{
m_Settings = value;
string guid;
if (m_Settings != null && AssetDatabase.TryGetGUIDAndLocalFileIdentifier(m_Settings, out guid, out long localId))
m_SettingsAssetPath = AssetDatabase.GUIDToAssetPath(guid);
else
m_SettingsAssetPath = null;
}
}
private string m_SettingsAssetPath;
/// <summary>
/// The current runtime data being built.
/// </summary>
public ResourceManagerRuntimeData runtimeData;
/// <summary>
/// The list of catalog locations.
/// </summary>
public List<ContentCatalogDataEntry> locations;
/// <summary>
/// Mapping of bundles to asset groups.
/// </summary>
public Dictionary<string, string> bundleToAssetGroup;
/// <summary>
/// Mapping of asset group to bundles.
/// </summary>
public Dictionary<AddressableAssetGroup, List<string>> assetGroupToBundles;
/// <summary>
/// Set of provider types needed in this build.
/// </summary>
public HashSet<Type> providerTypes;
/// <summary>
/// The list of all AddressableAssetEntry objects.
/// </summary>
public List<AddressableAssetEntry> assetEntries;
/// <summary>
/// Mapping of AssetBundle to the direct dependencies.
/// </summary>
public Dictionary<string, List<string>> bundleToImmediateBundleDependencies;
/// <summary>
/// A mapping of AssetBundle to the full dependency tree, flattened into a single list.
/// </summary>
public Dictionary<string, List<string>> bundleToExpandedBundleDependencies;
}
}