Firstborn/Library/PackageCache/com.unity.addressables@1.19.19/Editor/Settings/AddressableAssetBuildSettin...
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

107 lines
3.5 KiB
C#

using System;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using UnityEngine;
using UnityEngine.Serialization;
namespace UnityEditor.AddressableAssets.Settings
{
using BuildCompression = UnityEngine.BuildCompression;
/// <summary>
/// Build settings for addressables.
/// </summary>
[Serializable]
public class AddressableAssetBuildSettings
{
/// <summary>
/// Controls whether to compile scripts when running in virtual mode. When disabled, build times are faster but the simulated bundle contents may not be accurate due to including editor code.
/// </summary>
public bool compileScriptsInVirtualMode
{
get { return m_CompileScriptsInVirtualMode; }
set
{
m_CompileScriptsInVirtualMode = value;
SetDirty();
}
}
[FormerlySerializedAs("m_compileScriptsInVirtualMode")]
[SerializeField]
bool m_CompileScriptsInVirtualMode;
/// <summary>
/// Controls whether to remove temporary files after each build. When disabled, build times in packed mode are faster, but may not reflect all changes in assets.
/// </summary>
public bool cleanupStreamingAssetsAfterBuilds
{
get { return m_CleanupStreamingAssetsAfterBuilds; }
set
{
m_CleanupStreamingAssetsAfterBuilds = value;
SetDirty();
}
}
[FormerlySerializedAs("m_cleanupStreamingAssetsAfterBuilds")]
[SerializeField]
bool m_CleanupStreamingAssetsAfterBuilds = true;
[FormerlySerializedAs("m_logResourceManagerExceptions")]
[SerializeField]
bool m_LogResourceManagerExceptions = true;
/// <summary>
/// When enabled, the Addressables.ResourceManager.ExceptionHandler is set to (op, ex) => Debug.LogException(ex);
/// </summary>
public bool LogResourceManagerExceptions
{
get { return m_LogResourceManagerExceptions; }
set
{
if (m_LogResourceManagerExceptions != value)
{
m_LogResourceManagerExceptions = value;
SetDirty();
}
}
}
/// <summary>
/// //Specifies where to build asset bundles, this is usually a temporary folder (or a folder in the project). Bundles are copied out of this location to their final destination.
/// </summary>
public string bundleBuildPath
{
get { return m_BundleBuildPath; }
set
{
m_BundleBuildPath = value;
SetDirty();
}
}
[FormerlySerializedAs("m_bundleBuildPath")]
[SerializeField]
string m_BundleBuildPath = "Temp/com.unity.addressables/AssetBundles";
internal void SerializeForHash(BinaryFormatter formatter, Stream stream)
{
}
[NonSerialized]
AddressableAssetSettings m_Settings;
void SetDirty()
{
if (m_Settings != null)
m_Settings.SetDirty(AddressableAssetSettings.ModificationEvent.BuildSettingsChanged, this, true, false);
}
internal void OnAfterDeserialize(AddressableAssetSettings settings)
{
m_Settings = settings;
}
internal void Validate(AddressableAssetSettings addressableAssetSettings)
{
}
}
}