Method SaveContentState
SaveContentState(string, List<AddressableAssetEntry>, IDependencyData, string, string)
Save the content update information for a set of AddressableAssetEntry objects.
선언
[Obsolete]
public static bool SaveContentState(string path, List<AddressableAssetEntry> entries, IDependencyData dependencyData, string playerVersion, string remoteCatalogPath)
파라미터
타입 | 이름 | 설명 |
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string | path | File to write content stat info to. If file already exists, it will be deleted before the new file is created. |
List<AddressableAssetEntry> | entries | The entries to save. |
IDependencyData | dependencyData | The raw dependency information generated from the build. |
string | playerVersion | The player version to save. This is usually set to AddressableAssetSettings.PlayerBuildVersion. |
string | remoteCatalogPath | The server path (if any) that contains an updateable content catalog. If this is empty, updates cannot occur. |
반환
타입 | 설명 |
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bool | True if the file is saved, false otherwise. |
SaveContentState(List<ContentCatalogDataEntry>, string, List<AddressableAssetEntry>, IDependencyData, string, string)
Save the content update information for a set of AddressableAssetEntry objects.
선언
public static bool SaveContentState(List<ContentCatalogDataEntry> locations, string path, List<AddressableAssetEntry> entries, IDependencyData dependencyData, string playerVersion, string remoteCatalogPath)
파라미터
타입 | 이름 | 설명 |
---|---|---|
List<ContentCatalogDataEntry> | locations | The ContentCatalogDataEntry locations that were built into the Content Catalog. |
string | path | File to write content stat info to. If file already exists, it will be deleted before the new file is created. |
List<AddressableAssetEntry> | entries | The entries to save. |
IDependencyData | dependencyData | The raw dependency information generated from the build. |
string | playerVersion | The player version to save. This is usually set to AddressableAssetSettings.PlayerBuildVersion. |
string | remoteCatalogPath | The server path (if any) that contains an updateable content catalog. If this is empty, updates cannot occur. |
반환
타입 | 설명 |
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bool | True if the file is saved, false otherwise. |
SaveContentState(List<ContentCatalogDataEntry>, string, List<AddressableAssetEntry>, IDependencyData, string, string, List<CachedAssetState>)
Save the content update information for a set of AddressableAssetEntry objects.
선언
public static bool SaveContentState(List<ContentCatalogDataEntry> locations, string path, List<AddressableAssetEntry> entries, IDependencyData dependencyData, string playerVersion, string remoteCatalogPath, List<CachedAssetState> carryOverCacheState)
파라미터
타입 | 이름 | 설명 |
---|---|---|
List<ContentCatalogDataEntry> | locations | The ContentCatalogDataEntry locations that were built into the Content Catalog. |
string | path | File to write content stat info to. If file already exists, it will be deleted before the new file is created. |
List<AddressableAssetEntry> | entries | The entries to save. |
IDependencyData | dependencyData | The raw dependency information generated from the build. |
string | playerVersion | The player version to save. This is usually set to AddressableAssetSettings.PlayerBuildVersion. |
string | remoteCatalogPath | The server path (if any) that contains an updateable content catalog. If this is empty, updates cannot occur. |
List<CachedAssetState> | carryOverCacheState | Cached state that needs to carry over from the previous build. This mainly affects Content Update. |
반환
타입 | 설명 |
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bool | True if the file is saved, false otherwise. |