ContentBuildInterface.CalculateBuildUsageTags

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public static void CalculateBuildUsageTags (ObjectIdentifier[] objectIDs, ObjectIdentifier[] dependentObjectIDs, Build.Content.BuildUsageTagGlobal globalUsage, Build.Content.BuildUsageTagSet usageSet);
public static void CalculateBuildUsageTags (ObjectIdentifier[] objectIDs, ObjectIdentifier[] dependentObjectIDs, Build.Content.BuildUsageTagGlobal globalUsage, Build.Content.BuildUsageTagSet usageSet, Build.Content.BuildUsageCache usageCache);

参数

objectIDs将计算构建使用情况的对象。
dependentObjectIDs对正在计算的对象进行引用的对象。
globalUsage由构建使用的光照信息。
usageSet此 BuildUsageTagSet 将存储计算的使用信息。
usageCache可选的缓存对象,用于在多次调用此 API 时提高性能。

描述

计算一组对象的构建使用情况。

仅限内部使用。请参阅有关 ContentBuildInterface 的注意事项。

To calculate how any given Object is being used in a build, we need two pieces of information. First, we need to know that Object's dependents, or in other words, what references that Object. For example, for a Shader, we would need to know the list Materials that reference that shader. Second, we need the combined lighting information for scenes where the Object can be used. Using these two pieces of information, we calculate the correct usage information for an Object, and then store that information in the BuildUsageTagSet.