using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace YooAsset.Editor
{
public class AssetBundleBuilderSettingData
{
private static AssetBundleBuilderSetting _setting = null;
public static AssetBundleBuilderSetting Setting
{
get
{
if (_setting == null)
LoadSettingData();
return _setting;
}
}
///
/// 配置数据是否被修改
///
public static bool IsDirty { set; get; } = false;
///
/// 加载配置文件
///
private static void LoadSettingData()
{
_setting = EditorHelper.LoadSettingData();
}
///
/// 存储文件
///
public static void SaveFile()
{
if (Setting != null)
{
IsDirty = false;
EditorUtility.SetDirty(Setting);
AssetDatabase.SaveAssets();
Debug.Log($"{nameof(AssetBundleBuilderSetting)}.asset is saved!");
}
}
}
}