WuhuIslandTesting/Library/PackageCache/com.unity.scriptablebuildpipeline@1.21.5/Editor/Interfaces/IBuildParameters.cs

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2025-01-07 02:06:59 +01:00
using UnityEditor.Build.Content;
using UnityEditor.Build.Player;
using UnityEngine;
namespace UnityEditor.Build.Pipeline.Interfaces
{
#if UNITY_2018_3_OR_NEWER
using BuildCompression = UnityEngine.BuildCompression;
#else
using BuildCompression = UnityEditor.Build.Content.BuildCompression;
#endif
/// <summary>
/// Base interface for the parameters container
/// </summary>
public interface IBuildParameters : IContextObject
{
/// <summary>
/// Target build platform. <seealso cref="BuildTarget"/>
/// </summary>
BuildTarget Target { get; set; }
/// <summary>
/// Target build platform group. <seealso cref="BuildTargetGroup"/>
/// </summary>
BuildTargetGroup Group { get; set; }
/// <summary>
/// The set of build flags to use for building content.
/// </summary>
ContentBuildFlags ContentBuildFlags { get; set; }
/// <summary>
/// Scripting type information to use when building content.
/// Setting this to a previously cached value will prevent the default script compiling step.
/// </summary>
TypeDB ScriptInfo { get; set; }
/// <summary>
/// Script compilation options to use for the script compiling step.
/// </summary>
ScriptCompilationOptions ScriptOptions { get; set; }
/// <summary>
/// Temporary location to be used for artifacts generated during the build but are not part of the final output.
/// </summary>
string TempOutputFolder { get; set; }
/// <summary>
/// Location to be used for compiled scripts generated during the build.
/// </summary>
string ScriptOutputFolder { get; set; }
/// <summary>
/// Enables the use of the build cache if set to true.
/// </summary>
bool UseCache { get; set; }
/// <summary>
/// Enables and specifies the cache server to use.
/// </summary>
string CacheServerHost { get; set; }
/// <summary>
/// The port for the cache server to use
/// </summary>
int CacheServerPort { get; set; }
/// <summary>
/// Writes out a link.xml file to the output folder to use with Unity managed code stripping.
/// </summary>
bool WriteLinkXML { get; set; }
#if NONRECURSIVE_DEPENDENCY_DATA
/// <summary>
/// Calculates and build asset bundles using Non-Recursive Dependency calculation methods.
/// This approach helps reduce asset bundle rebuilds and runtime memory consumption.
/// </summary>
bool NonRecursiveDependencies { get; set; }
#endif
/// <summary>
/// Constructs and returns the BuildSettings struct to use for content building.
/// </summary>
/// <returns>Returns the BuildSettings struct to use for content building.</returns>
BuildSettings GetContentBuildSettings();
/// <summary>
/// Returns the output folder to use for the specified identifier.
/// </summary>
/// <param name="identifier">Identifier used to identify which output folder to use.</param>
/// <returns>Returns the output folder to use for the specified identifier.</returns>
string GetOutputFilePathForIdentifier(string identifier);
/// <summary>
/// Constructs and returns the BuildCompression struct to use for the specified identifier.
/// </summary>
/// <param name="identifier">Identifier used to construct the BuildCompression struct.</param>
/// <returns>Returns the BuildCompression struct to use for a specific identifier.</returns>
BuildCompression GetCompressionForIdentifier(string identifier);
/// <summary>
/// Constructs and returns the ScriptCompilationSettings struct to use for script compiling.
/// </summary>
/// <returns>Returns the ScriptCompilationSettings struct to use for script compiling.</returns>
ScriptCompilationSettings GetScriptCompilationSettings();
}
/// <summary>
/// Base interface for the parameters container for building bundles.
/// </summary>
public interface IBundleBuildParameters : IBuildParameters
{
/// <summary>
/// Append the hash of the AssetBundle content to the file name.
/// </summary>
bool AppendHash { get; set; }
/// <summary>
/// Packs assets in bundles contiguously based on the ordering of the source asset which results in improved asset loading times.
/// </summary>
bool ContiguousBundles { get; set; }
/// <summary>
/// Assume sub Assets have no visible asset representations (are not visible in the Project view) which results in improved build times.
/// Sub Assets in the built bundles cannot be accessed by AssetBundle.LoadAsset&lt;T&gt; or AssetBundle.LoadAllAssets&lt;T&gt;.
/// </summary>
bool DisableVisibleSubAssetRepresentations { get; set; }
}
}