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!"); } } } }