减少程序启动时,加载AB的数量、体积。
减少前: 登录(游戏公告)610MB/205个AB;打怪:816MB/393个AB 减少后: 登录(游戏公告)100MB/136个AB;打怪:457MB/346个AB 具体改动: - 不打包mat.unity3d,避免依赖爆炸。 - 提前打UI与effect AB,减少他们对别的AB的依赖。
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@ -353,6 +353,14 @@ public class AssetBundleMap : EditorWindow
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addBuildAssetsCommon(maps, "config.unity3d", Constants.CsvConfig, "*.csv");
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addBuildAssetsCommon(maps, "config.unity3d", Constants.CsvConfig, "*.csv");
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addBuildAssetsCommon(maps, "xml.unity3d", Constants.XmlConfig, "*.xml");
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addBuildAssetsCommon(maps, "xml.unity3d", Constants.XmlConfig, "*.xml");
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if (showProcessBar)
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EditorUtility.DisplayProgressBar("Generate Bundle Build Map", "UI...", 0.35f);
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addBuildAssetsUI(maps);
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if (showProcessBar)
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EditorUtility.DisplayProgressBar("Generate Bundle Build Map", "Effect...", 0.37f);
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addBuildAssetsEffect(maps);
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// audio
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// audio
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if (showProcessBar)
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if (showProcessBar)
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EditorUtility.DisplayProgressBar("Generate Bundle Build Map", "Audio...", 0.4f);
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EditorUtility.DisplayProgressBar("Generate Bundle Build Map", "Audio...", 0.4f);
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@ -378,15 +386,6 @@ public class AssetBundleMap : EditorWindow
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EditorUtility.DisplayProgressBar("Generate Bundle Build Map", "Actor...", 0.7f);
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EditorUtility.DisplayProgressBar("Generate Bundle Build Map", "Actor...", 0.7f);
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addBuildAssetsActor(maps);
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addBuildAssetsActor(maps);
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if (showProcessBar)
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EditorUtility.DisplayProgressBar("Generate Bundle Build Map", "Effect...", 0.75f);
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addBuildAssetsEffect(maps);
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if (showProcessBar)
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EditorUtility.DisplayProgressBar("Generate Bundle Build Map", "UI...", 0.8f);
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addBuildAssetsUI(maps);
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if (showProcessBar)
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if (showProcessBar)
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EditorUtility.DisplayProgressBar("Generate Bundle Build Map", "Scene...", 0.85f);
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EditorUtility.DisplayProgressBar("Generate Bundle Build Map", "Scene...", 0.85f);
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addBuildAssetsScene(maps);
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addBuildAssetsScene(maps);
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@ -596,10 +595,12 @@ public class AssetBundleMap : EditorWindow
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{
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{
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addData(maps, ShaderAbName, dependencyAssetName);
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addData(maps, ShaderAbName, dependencyAssetName);
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}
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}
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#if false
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else if (fileType == "mat")
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else if (fileType == "mat")
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{
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{
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addData(maps, MatAbName, dependencyAssetName);
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addData(maps, MatAbName, dependencyAssetName);
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}
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}
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#endif
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else if (fileType != "cs")
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else if (fileType != "cs")
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{
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{
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addData(maps, abName, dependencyAssetName);
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addData(maps, abName, dependencyAssetName);
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@ -639,10 +640,12 @@ public class AssetBundleMap : EditorWindow
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{
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{
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addData(maps, ShaderAbName, dependencyAssetName);
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addData(maps, ShaderAbName, dependencyAssetName);
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}
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}
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#if false
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else if (fileType == "mat")
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else if (fileType == "mat")
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{
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{
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addData(maps, MatAbName, dependencyAssetName);
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addData(maps, MatAbName, dependencyAssetName);
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}
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}
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#endif
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else if (fileType != "cs")
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else if (fileType != "cs")
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{
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{
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addData(maps, abName, dependencyAssetName);
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addData(maps, abName, dependencyAssetName);
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@ -681,10 +684,12 @@ public class AssetBundleMap : EditorWindow
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{
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{
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addData(maps, ShaderAbName, dependencyAssetName);
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addData(maps, ShaderAbName, dependencyAssetName);
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}
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}
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#if false
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else if (fileType == "mat")
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else if (fileType == "mat")
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{
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{
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addData(maps, MatAbName, dependencyAssetName);
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addData(maps, MatAbName, dependencyAssetName);
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}
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}
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#endif
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else if (fileType == "jpg" || fileType == "png" || fileType == "tga" || fileType == "tif" ||
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else if (fileType == "jpg" || fileType == "png" || fileType == "tga" || fileType == "tif" ||
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fileType == "psd")
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fileType == "psd")
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{
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{
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@ -725,10 +730,12 @@ public class AssetBundleMap : EditorWindow
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{
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{
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addData(maps, ShaderAbName, dependencyAssetName);
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addData(maps, ShaderAbName, dependencyAssetName);
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}
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}
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#if false
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else if (fileType == "mat")
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else if (fileType == "mat")
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{
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{
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addData(maps, MatAbName, dependencyAssetName);
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addData(maps, MatAbName, dependencyAssetName);
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}
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}
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#endif
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else if (fileType != "cs")
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else if (fileType != "cs")
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{
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{
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addData(maps, abName, dependencyAssetName);
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addData(maps, abName, dependencyAssetName);
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@ -767,10 +774,12 @@ public class AssetBundleMap : EditorWindow
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{
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{
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addData(maps, ShaderAbName, dependencyAssetName);
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addData(maps, ShaderAbName, dependencyAssetName);
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}
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}
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#if false
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else if (fileType == "mat")
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else if (fileType == "mat")
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{
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{
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addData(maps, MatAbName, dependencyAssetName);
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addData(maps, MatAbName, dependencyAssetName);
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}
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}
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#endif
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else if (fileType == "jpg" || fileType == "png" || fileType == "tga" || fileType == "tif" ||
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else if (fileType == "jpg" || fileType == "png" || fileType == "tga" || fileType == "tif" ||
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fileType == "psd")
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fileType == "psd")
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{
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{
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@ -825,10 +834,12 @@ public class AssetBundleMap : EditorWindow
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{
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{
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addData(maps, ShaderAbName, dependencyAssetName);
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addData(maps, ShaderAbName, dependencyAssetName);
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}
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}
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#if false
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else if (fileType == "mat")
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else if (fileType == "mat")
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{
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{
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addData(maps, MatAbName, dependencyAssetName);
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addData(maps, MatAbName, dependencyAssetName);
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}
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}
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#endif
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else if (fileType == "jpg" || fileType == "png" || fileType == "tga" || fileType == "tif" ||
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else if (fileType == "jpg" || fileType == "png" || fileType == "tga" || fileType == "tif" ||
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fileType == "psd")
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fileType == "psd")
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{
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{
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@ -888,10 +899,12 @@ public class AssetBundleMap : EditorWindow
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{
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{
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addData(maps, ShaderAbName, dependencyAssetName);
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addData(maps, ShaderAbName, dependencyAssetName);
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}
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}
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#if false
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else if (fileType == "mat")
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else if (fileType == "mat")
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{
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{
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addData(maps, MatAbName, dependencyAssetName);
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addData(maps, MatAbName, dependencyAssetName);
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}
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}
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#endif
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else if (fileType == "jpg" || fileType == "png" || fileType == "tga" || fileType == "tif" ||
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else if (fileType == "jpg" || fileType == "png" || fileType == "tga" || fileType == "tif" ||
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fileType == "psd")
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fileType == "psd")
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{
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{
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@ -985,10 +998,14 @@ public class AssetBundleMap : EditorWindow
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{
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{
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addData(maps, ShaderAbName, dependencyAssetName);
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addData(maps, ShaderAbName, dependencyAssetName);
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}
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}
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// Unity:
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// Do not collect all materials into one AssetBundle, otherwise the dependencies will explode and the streaming experience will be terrible.
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#if false
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else if (fileType == "mat")
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else if (fileType == "mat")
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{
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{
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addData(maps, MatAbName, dependencyAssetName);
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addData(maps, MatAbName, dependencyAssetName);
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}
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}
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#endif
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else if (fileType == "prefab")
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else if (fileType == "prefab")
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{
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{
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if (dependencyAssetName.Contains("Scenes/Scene_common"))
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if (dependencyAssetName.Contains("Scenes/Scene_common"))
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