{!See https://docs.google.com/document/d/1takg_GmIBBKKTj-GHZCwzxohpQz7Bhekivkk72kYMtE/edit for reference implementation of OneTrust, dataLayer and GTM} {!OneTrust Cookies Consent} {!OneTrust Cookies Consent end} {!dataLayer initialization push} {!dataLayer initialization push end} {!Google Tag Manager} {!Google Tag Manager end} Class BuildScriptPackedMode | Addressables | 1.21.17
docs.unity3d.com
"{0}"의 검색 결과

    목차 표시/숨기기

    Class BuildScriptPackedMode

    Build scripts used for player builds and running with bundles in the editor.

    상속
    object
    Object
    ScriptableObject
    BuildScriptBase
    BuildScriptPackedMode
    구현
    IDataBuilder
    상속된 멤버
    BuildScriptBase.instanceProviderType
    BuildScriptBase.sceneProviderType
    BuildScriptBase.Log
    BuildScriptBase.BuildData<TResult>(AddressablesDataBuilderInput)
    BuildScriptBase.ProcessAllGroups(AddressableAssetsBuildContext)
    BuildScriptBase.CreateLocationsForPlayerData(PlayerDataGroupSchema, AddressableAssetGroup, List<ContentCatalogDataEntry>, HashSet<Type>)
    BuildScriptBase.DeleteFile(string)
    BuildScriptBase.WriteFile(string, byte[], FileRegistry)
    BuildScriptBase.WriteFile(string, string, FileRegistry)
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectOfType<T>()
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    object.MemberwiseClone()
    네임스페이스: UnityEditor.AddressableAssets.Build.DataBuilders
    어셈블리: solution.dll
    구문
    [CreateAssetMenu(fileName = "BuildScriptPacked.asset", menuName = "Addressables/Content Builders/Default Build Script")]
    public class BuildScriptPackedMode : BuildScriptBase, IDataBuilder

    프로퍼티

    이름 설명
    Name

    The descriptive name used in the UI.

    메서드

    이름 설명
    BuildDataImplementation<TResult>(AddressablesDataBuilderInput)

    The implementation of BuildData<TResult>(AddressablesDataBuilderInput). That is the public entry point, this is the home for child class overrides.

    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.

    ConstructAssetBundleName(AddressableAssetGroup, BundledAssetGroupSchema, BundleDetails, string)

    Creates a name for an asset bundle using the provided information.

    DoBuild<TResult>(AddressablesDataBuilderInput, AddressableAssetsBuildContext)

    The method that does the actual building after all the groups have been processed.

    IsDataBuilt()

    Checks to see if the data is built for the given builder.

    PrepGroupBundlePacking(AddressableAssetGroup, List<AssetBundleBuild>, BundledAssetGroupSchema, Func<AddressableAssetEntry, bool>)

    Processes an AddressableAssetGroup and generates AssetBundle input definitions based on the BundlePackingMode.

    ProcessBundledAssetSchema(BundledAssetGroupSchema, AddressableAssetGroup, AddressableAssetsBuildContext)

    The processing of the bundled asset schema. This is where the bundle(s) for a given group are actually setup.

    ProcessGroup(AddressableAssetGroup, AddressableAssetsBuildContext)

    Build processing of an individual group.

    ProcessGroupSchema(AddressableAssetGroupSchema, AddressableAssetGroup, AddressableAssetsBuildContext)

    Called per group per schema to evaluate that schema. This can be an easy entry point for implementing the build aspects surrounding a custom schema. Note, you should not rely on schemas getting called in a specific order.

    문서 개요
    맨 위로
    Copyright © 2023 Unity Technologies — 상표 및 이용약관
    • 법률정보
    • 개인정보처리방침
    • 쿠키
    • 내 개인정보 판매 금지
    • Your Privacy Choices (Cookie Settings)