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

114 lines
4.2 KiB
C#

using UnityEditor.AddressableAssets.Settings;
using UnityEditor.Build.Pipeline.Interfaces;
using UnityEngine;
namespace UnityEditor.AddressableAssets.Build
{
/// <summary>
/// Data builder context object for Addressables.
/// </summary>
public class AddressablesDataBuilderInput
{
/// <summary>
/// The main addressables settings object.
/// </summary>
public AddressableAssetSettings AddressableSettings { get; private set; }
/// <summary>
/// Build target group.
/// </summary>
public BuildTargetGroup TargetGroup { get; private set; }
/// <summary>
/// Build target.
/// </summary>
public BuildTarget Target { get; private set; }
/// <summary>
/// Player build version.
/// </summary>
public string PlayerVersion { get; private set; }
/// <summary>
/// Bool to signify if profiler events should be broadcast.
/// </summary>
public bool ProfilerEventsEnabled { get; private set; }
/// <summary>
/// Registry of files created during the build
/// </summary>
public FileRegistry Registry { get; private set; }
//used only by tests to inject custom info into build...
internal string PathFormat = string.Empty;
/// <summary>
/// The name of the default Runtime Settings file.
/// </summary>
public string RuntimeSettingsFilename = "settings.json";
/// <summary>
/// The name of the default Runtime Catalog file.
/// </summary>
public string RuntimeCatalogFilename = "catalog.json";
/// <summary>
/// The asset content state of a previous build. This allows detection of deltas with the current build content state. This will be
/// null in standard builds. This is only set during content update builds.
/// </summary>
public AddressablesContentState PreviousContentState { get; internal set; }
/// <summary>
/// Creates a default context object with values taken from the AddressableAssetSettings parameter.
/// </summary>
/// <param name="settings">The settings object to pull values from.</param>
public AddressablesDataBuilderInput(AddressableAssetSettings settings)
{
string version = string.Empty;
if (settings == null)
{
Debug.LogError("Attempting to set up AddressablesDataBuilderInput with null settings.");
}
else
version = settings.PlayerBuildVersion;
SetAllValues(settings,
BuildPipeline.GetBuildTargetGroup(EditorUserBuildSettings.activeBuildTarget),
EditorUserBuildSettings.activeBuildTarget,
version);
}
/// <summary>
/// Creates a default context object with values taken from the AddressableAssetSettings parameter.
/// </summary>
/// <param name="settings">The settings object to pull values from.</param>
/// <param name="playerBuildVersion">The player build version.</param>
public AddressablesDataBuilderInput(AddressableAssetSettings settings, string playerBuildVersion)
{
if (settings == null)
{
Debug.LogError("Attempting to set up AddressablesDataBuilderInput with null settings.");
}
SetAllValues(settings,
BuildPipeline.GetBuildTargetGroup(EditorUserBuildSettings.activeBuildTarget),
EditorUserBuildSettings.activeBuildTarget,
playerBuildVersion);
}
internal void SetAllValues(AddressableAssetSettings settings, BuildTargetGroup buildTargetGroup, BuildTarget buildTarget, string playerBuildVersion)
{
AddressableSettings = settings;
TargetGroup = buildTargetGroup;
Target = buildTarget;
PlayerVersion = playerBuildVersion;
ProfilerEventsEnabled = ProjectConfigData.PostProfilerEvents;
Registry = new FileRegistry();
PreviousContentState = null;
}
internal IBuildLogger Logger { get; set; }
}
}