Class BuildScriptBase
Base class for build script assets
Implements
Inherited Members
Namespace: UnityEditor.AddressableAssets.Build.DataBuilders
Assembly: Unity.Addressables.Editor.dll
Syntax
public class BuildScriptBase : ScriptableObject, IDataBuilder
Fields
Name | Description |
---|---|
instanceProviderType | The type of instance provider to create for the Addressables system. |
sceneProviderType | The type of scene provider to create for the addressables system. |
Properties
Name | Description |
---|---|
Log | Stores the logged information of all the build tasks. |
Name | The descriptive name used in the UI. |
Methods
Name | Description |
---|---|
BuildDataImplementation<TResult>(AddressablesDataBuilderInput) | The implementation of BuildData<TResult>(AddressablesDataBuilderInput). That is the public entry point, this is the home for child class overrides. |
BuildData<TResult>(AddressablesDataBuilderInput) | Build the specified data with the provided builderInput. This is the public entry point. Child class overrides should use BuildDataImplementation<TResult>(AddressablesDataBuilderInput) |
CanBuildData<T>() | Used to determine if this builder is capable of building a specific type of data. |
ClearCachedData() | Used to clean up any cached data created by this builder. |
CreateLocationsForPlayerData(PlayerDataGroupSchema, AddressableAssetGroup, List<ContentCatalogDataEntry>, HashSet<Type>) | Utility method for creating locations from player data. |
DeleteFile(string) | Utility method for deleting files. |
IsDataBuilt() | Checks to see if the data is built for the given builder. |
ProcessAllGroups(AddressableAssetsBuildContext) | Loops over each group, after doing some data checking. |
ProcessGroup(AddressableAssetGroup, AddressableAssetsBuildContext) | Build processing of an individual group. |
WriteFile(string, byte[], FileRegistry) | Utility method to write a file. The directory will be created if it does not exist. |
WriteFile(string, string, FileRegistry) | Utility method to write a file. The directory will be created if it does not exist. |