Unity3D圣典3.3版本-中文版
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BuildPipeline.PopAssetDependencies 弹出资源依赖
# [BuildPipeline](BuildPipeline.html).PopAssetDependencies 弹出资源依赖 static function *PopAssetDependencies* () : void *Description* 描述 Lets you manage cross-references and dependencies between different asset bundles and player builds. 让你管理交叉引用和不同资源包和播放器构建之间的依赖关系。 If a asset bundle has dependencies to other asset bundles, it is your responsibility to make sure the dependent asset bundles are loaded through the [WWW](../WWW/WWW.html) class. 如果一个资源包与另外的资源包存在依赖关系, 你必须确定依赖的资源包通过 WWW 类加载。 When you push asset dependencies it will share all resources on that layer, pushing recursively always inherits the previous dependencies. [PushAssetDependencies](BuildPipeline.PushAssetDependencies.html) and [PopAssetDependencies](BuildPipeline.PopAssetDependencies.html) must even each other out. 当你使资源具有依赖属性, 它将在层上共享所有资源, 推入递归总是继承以前的依赖性关系。 [PushAssetDependencies](BuildPipeline.PushAssetDependencies.html) 和 [PopAssetDependencies](BuildPipeline.PopAssetDependencies.html) 必须相互依赖。 ``` @MenuItem("Assets/Auto Build Asset Bundles") static function ExportResource () { // Enable cross-references for all following asset bundles files until // we call PopAssetDependencies //启用交叉引用,用于所有跟随的资源包文件,直到我们调用PopAssetDependencies BuildPipeline.PushAssetDependencies(); var options = BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets; // All subsequent resources share assets in this asset bundles // It is up to you to ensure that the shared asset bundle is // loaded prior to loading other resources //所有后续资源将共享这一资源包中的内容,由你来确保共享的资源包是否在其他资源载入之前载入 BuildPipeline.BuildAssetBundle( AssetDatabase.LoadMainAssetAtPath("assets/artwork/lerpzuv.tif"), null, "Shared.unity3d", options); // By pushing and popping around the asset bundle, this file // will share resources but later asset bundles will not share assets in this resource //通过推入和弹出资源包,这个文件将共享这些资源,但是后续的资源包将无法继续共享它 BuildPipeline.PushAssetDependencies(); BuildPipeline.BuildAssetBundle( AssetDatabase.LoadMainAssetAtPath("Assets/Artwork/Lerpz.fbx"), null, "Lerpz.unity3d", options); BuildPipeline.PopAssetDependencies(); // By pushing and popping around the asset bundle, this file // will share resources but later asset bundles will not share assets in this resource //通过推入和弹出资源包,这个文件将共享这些资源,但是后续的资源包将无法继续共享它 BuildPipeline.PushAssetDependencies(); BuildPipeline.BuildAssetBundle( AssetDatabase.LoadMainAssetAtPath("Assets/Artwork/explosive guitex.prefab"), null, "explosive.unity3d", options); BuildPipeline.PopAssetDependencies(); // By pushing and popping around the asset bundle, this file // will share resources but later asset bundles will not share assets in this resource //通过推入和弹出资源包,这个文件将共享这些资源,但是后续的资源包将无法继续共享它 BuildPipeline.PushAssetDependencies(); BuildPipeline.BuildPlayer( ["Assets/AdditiveScene.unity"], "AdditiveScene.unity3d", BuildTarget.WebPlayer, BuildOptions.BuildAdditionalStreamedScenes); BuildPipeline.PopAssetDependencies(); BuildPipeline.PopAssetDependencies(); } ``` 参见: PopAssetDependencies, BuildAssetBundle.
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2022年5月17日 13:12
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