@@ -33,9 +33,14 @@ bool ContinueOnFailure
3333 /// <param name="unityVersion">Unity 版本。</param>
3434 /// <param name="applicableGameVersion">适用游戏版本。</param>
3535 /// <param name="internalResourceVersion">内部资源版本。</param>
36- /// <param name="buildAssetBundleOptions">生成选项。</param>
37- /// <param name="compressSelected">是否压缩。</param>
36+ /// <param name="platforms">生成的目标平台。</param>
37+ /// <param name="assetBundleCompression">AssetBundle 压缩类型。</param>
38+ /// <param name="compressionHelperTypeName">压缩解压缩辅助器类型名称。</param>
39+ /// <param name="additionalCompressionSelected">是否进行再压缩以降低传输开销。</param>
40+ /// <param name="forceRebuildAssetBundleSelected">是否强制重新构建 AssetBundle。</param>
41+ /// <param name="buildEventHandlerTypeName">生成资源事件处理函数名称。</param>
3842 /// <param name="outputDirectory">生成目录。</param>
43+ /// <param name="buildAssetBundleOptions">AssetBundle 生成选项。</param>
3944 /// <param name="workingPath">生成时的工作路径。</param>
4045 /// <param name="outputPackageSelected">是否生成单机模式所需的文件。</param>
4146 /// <param name="outputPackagePath">为单机模式生成的文件存放于此路径。若游戏是单机游戏,生成结束后将此目录中对应平台的文件拷贝至 StreamingAssets 后打包 App 即可。</param>
@@ -44,9 +49,9 @@ bool ContinueOnFailure
4449 /// <param name="outputPackedSelected">是否生成可更新模式所需的本地文件。</param>
4550 /// <param name="outputPackedPath">为可更新模式生成的本地文件存放于此路径。若游戏是网络游戏,生成结束后将此目录中对应平台的文件拷贝至 StreamingAssets 后打包 App 即可。</param>
4651 /// <param name="buildReportPath">生成报告路径。</param>
47- void OnPreprocessAllPlatforms ( string productName , string companyName , string gameIdentifier ,
48- string gameFrameworkVersion , string unityVersion , string applicableGameVersion , int internalResourceVersion , BuildAssetBundleOptions buildAssetBundleOptions , bool compressSelected ,
49- string outputDirectory , string workingPath , bool outputPackageSelected , string outputPackagePath , bool outputFullSelected , string outputFullPath , bool outputPackedSelected , string outputPackedPath , string buildReportPath ) ;
52+ void OnPreprocessAllPlatforms ( string productName , string companyName , string gameIdentifier , string gameFrameworkVersion , string unityVersion , string applicableGameVersion , int internalResourceVersion ,
53+ Platform platforms , AssetBundleCompressionType assetBundleCompression , string compressionHelperTypeName , bool additionalCompressionSelected , bool forceRebuildAssetBundleSelected , string buildEventHandlerTypeName , string outputDirectory , BuildAssetBundleOptions buildAssetBundleOptions ,
54+ string workingPath , bool outputPackageSelected , string outputPackagePath , bool outputFullSelected , string outputFullPath , bool outputPackedSelected , string outputPackedPath , string buildReportPath ) ;
5055
5156 /// <summary>
5257 /// 某个平台生成开始前的预处理事件。
@@ -110,9 +115,14 @@ void OnPreprocessAllPlatforms(string productName, string companyName, string gam
110115 /// <param name="unityVersion">Unity 版本。</param>
111116 /// <param name="applicableGameVersion">适用游戏版本。</param>
112117 /// <param name="internalResourceVersion">内部资源版本。</param>
113- /// <param name="buildAssetBundleOptions">生成选项。</param>
114- /// <param name="compressSelected">是否压缩。</param>
118+ /// <param name="platforms">生成的目标平台。</param>
119+ /// <param name="assetBundleCompression">AssetBundle 压缩类型。</param>
120+ /// <param name="compressionHelperTypeName">压缩解压缩辅助器类型名称。</param>
121+ /// <param name="additionalCompressionSelected">是否进行再压缩以降低传输开销。</param>
122+ /// <param name="forceRebuildAssetBundleSelected">是否强制重新构建 AssetBundle。</param>
123+ /// <param name="buildEventHandlerTypeName">生成资源事件处理函数名称。</param>
115124 /// <param name="outputDirectory">生成目录。</param>
125+ /// <param name="buildAssetBundleOptions">AssetBundle 生成选项。</param>
116126 /// <param name="workingPath">生成时的工作路径。</param>
117127 /// <param name="outputPackageSelected">是否生成单机模式所需的文件。</param>
118128 /// <param name="outputPackagePath">为单机模式生成的文件存放于此路径。若游戏是单机游戏,生成结束后将此目录中对应平台的文件拷贝至 StreamingAssets 后打包 App 即可。</param>
@@ -121,8 +131,8 @@ void OnPreprocessAllPlatforms(string productName, string companyName, string gam
121131 /// <param name="outputPackedSelected">是否生成可更新模式所需的本地文件。</param>
122132 /// <param name="outputPackedPath">为可更新模式生成的本地文件存放于此路径。若游戏是网络游戏,生成结束后将此目录中对应平台的文件拷贝至 StreamingAssets 后打包 App 即可。</param>
123133 /// <param name="buildReportPath">生成报告路径。</param>
124- void OnPostprocessAllPlatforms ( string productName , string companyName , string gameIdentifier ,
125- string gameFrameworkVersion , string unityVersion , string applicableGameVersion , int internalResourceVersion , BuildAssetBundleOptions buildAssetBundleOptions , bool compressSelected ,
126- string outputDirectory , string workingPath , bool outputPackageSelected , string outputPackagePath , bool outputFullSelected , string outputFullPath , bool outputPackedSelected , string outputPackedPath , string buildReportPath ) ;
134+ void OnPostprocessAllPlatforms ( string productName , string companyName , string gameIdentifier , string gameFrameworkVersion , string unityVersion , string applicableGameVersion , int internalResourceVersion ,
135+ Platform platforms , AssetBundleCompressionType assetBundleCompression , string compressionHelperTypeName , bool additionalCompressionSelected , bool forceRebuildAssetBundleSelected , string buildEventHandlerTypeName , string outputDirectory , BuildAssetBundleOptions buildAssetBundleOptions ,
136+ string workingPath , bool outputPackageSelected , string outputPackagePath , bool outputFullSelected , string outputFullPath , bool outputPackedSelected , string outputPackedPath , string buildReportPath ) ;
127137 }
128138}
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