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    Class CheckSceneDupeDependencies

    Rule class to check scene dependencies for duplicates

    상속
    object
    AnalyzeRule
    BundleRuleBase
    CheckSceneDupeDependencies
    상속된 멤버
    BundleRuleBase.ExtractData
    BundleRuleBase.ResourcesToDependencies
    BundleRuleBase.AllBundleInputDefs
    BundleRuleBase.GetBuildContext(AddressableAssetSettings)
    BundleRuleBase.IsValidPath(string)
    BundleRuleBase.RefreshBuild(AddressableAssetsBuildContext)
    BundleRuleBase.GetAllBundleDependencies()
    BundleRuleBase.IntersectResourcesDepedenciesWithBundleDependencies(List<GUID>)
    BundleRuleBase.BuiltInResourcesToDependenciesMap(string[])
    BundleRuleBase.ConvertBundleNamesToGroupNames(AddressableAssetsBuildContext)
    BundleRuleBase.CalculateInputDefinitions(AddressableAssetSettings)
    BundleRuleBase.CreateUniqueBundle(AssetBundleBuild, Dictionary<string, string>)
    BundleRuleBase.GetImplicitGuidsForBundle(string)
    BundleRuleBase.GetImplicitGuidToFilesMap()
    BundleRuleBase.CalculateBuiltInResourceDependenciesToBundleDependecies(AddressableAssetSettings, string[])
    BundleRuleBase.BuildAndGetResourceDependencies(AddressableAssetSettings, string[])
    BundleRuleBase.ConvertBundleName(string, string)
    BundleRuleBase.ClearAnalysis()
    BundleRuleBase.Results
    AnalyzeRule.noErrors
    AnalyzeRule.kDelimiter
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    네임스페이스: UnityEditor.AddressableAssets.Build.AnalyzeRules
    어셈블리: solution.dll
    구문
    public class CheckSceneDupeDependencies : BundleRuleBase

    프로퍼티

    이름 설명
    CanFix

    True if this rule can fix itself. If child class sets this to true, class must override FixIssues

    ruleName

    Display name for rule

    메서드

    이름 설명
    FixIssues(AddressableAssetSettings)

    Fixing method to be run on results of the RefreshAnalysis. If CanFix returns true, this method must be overriden. It is recommended that RefreshAnalysis caches any data that will be needed to fix. Fix should not rerun RefreshAnalysis before fixing.

    GetResourcePaths()

    Gets an array of resource paths that are to be compared against the addressables build content

    RefreshAnalysis(AddressableAssetSettings)

    Clear analysis and calculate built in resources and corresponding bundle dependencies for scenes

    문서 개요
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