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2025-05-18 01:04:31 +08:00
<?xml version="1.0"?>
<doc>
<assembly>
<name>F.Editor</name>
</assembly>
<members>
<member name="T:F.EditorHelper">
<summary>
</summary>
</member>
<member name="M:F.EditorHelper.ReplaceScriptTemplate">
<summary>Replaces the script template.</summary>
</member>
<member name="T:F.Resource.ResourceBuilder">
<summary>
</summary>
</member>
<member name="F:F.Resource.ResourceBuilder._buildPath">
<summary>
</summary>
</member>
<member name="F:F.Resource.ResourceBuilder._cachePath">
<summary>
</summary>
</member>
<member name="F:F.Resource.ResourceBuilder._assetBuildInfoTable">
<summary>
资源打包信息
</summary>
</member>
<member name="F:F.Resource.ResourceBuilder._assetFileHashTable">
<summary>
</summary>
</member>
<member name="P:F.Resource.ResourceBuilder.buildPath">
<summary>
打包资源目录
</summary>
</member>
<member name="P:F.Resource.ResourceBuilder.cachePath">
<summary>
缓存目录
</summary>
</member>
<member name="M:F.Resource.ResourceBuilder.Begin">
<summary>
开始准备资源打包
</summary>
</member>
<member name="M:F.Resource.ResourceBuilder.Build">
<summary>
</summary>
</member>
<member name="M:F.Resource.ResourceBuilder.End">
<summary>
打包结束
</summary>
</member>
<member name="M:F.Resource.ResourceBuilder.Reset">
<summary>
</summary>
</member>
<member name="M:F.Resource.ResourceBuilder.AddRootTargets(System.String,System.String[])">
<summary>
添加rootAssets
</summary>
<param name="filter"></param>
<param name="folders"></param>
</member>
<member name="M:F.Resource.ResourceBuilder.AddAssetTargets(System.String,System.String[])">
<summary>
</summary>
<param name="filter"></param>
<param name="folders"></param>
</member>
<member name="M:F.Resource.ResourceBuilder.LoadAsRoot(System.String)">
<summary>
</summary>
<param name="assetPath"></param>
<returns></returns>
</member>
<member name="M:F.Resource.ResourceBuilder.LoadAsAsset(System.String)">
<summary>
</summary>
<param name="assetPath"></param>
<returns></returns>
</member>
<member name="M:F.Resource.ResourceBuilder.GetAll">
<summary>
</summary>
<returns></returns>
</member>
<member name="M:F.Resource.ResourceBuilder.SaveConfig(System.Collections.Generic.List{F.Resource.ResourceBuildInfo})">
<summary>
保存打包配置
</summary>
<param name="assetBuildInfos"></param>
</member>
<member name="M:F.Resource.ResourceBuilder.SaveBundle">
<summary>
保存打包文件
</summary>
</member>
<member name="M:F.Resource.ResourceBuilder.RemoveUnused(System.Collections.Generic.List{F.Resource.ResourceBuildInfo})">
<summary>
删除未使用的AB可能是上次打包出来的而这一次没生成的
</summary>
<param name="all"></param>
</member>
<member name="T:F.Resource.ResourceBuilder5x">
<summary>
</summary>
</member>
<member name="T:F.Resource.AssetType">
<summary>
</summary>
</member>
<member name="F:F.Resource.AssetType.Asset">
<summary>
普通资源
</summary>
</member>
<member name="F:F.Resource.AssetType.Builtin">
<summary>
内置
</summary>
</member>
<member name="F:F.Resource.AssetType.Resource">
<summary>
(Resources目录)
</summary>
</member>
<member name="T:F.Resource.AssetBuildType">
<summary>
</summary>
</member>
<member name="F:F.Resource.AssetBuildType.Root">
<summary>
</summary>
</member>
<member name="F:F.Resource.AssetBuildType.Asset">
<summary>
最基本资源(不可再分)
</summary>
</member>
<member name="F:F.Resource.AssetBuildType.Standalone">
<summary>
需要单独打包,说明这个素材是被两个或以上的素材依赖的
</summary>
</member>
<member name="T:F.Resource.ResourceBuildInfo">
<summary>
</summary>
</member>
<member name="F:F.Resource.ResourceBuildInfo._mainAssetPath">
<summary>
主资源路径
</summary>
</member>
<member name="F:F.Resource.ResourceBuildInfo._subAssetPaths">
<summary>
子资源路径
</summary>
</member>
<member name="F:F.Resource.ResourceBuildInfo._myDependencies">
<summary>
我依赖的项
</summary>
</member>
<member name="F:F.Resource.ResourceBuildInfo._beDependencies">
<summary>
依赖我的项
</summary>
</member>
<member name="F:F.Resource.ResourceBuildInfo._analysed">
<summary>
已分析过依赖
</summary>
</member>
<member name="F:F.Resource.ResourceBuildInfo._preBuilded">
<summary>
</summary>
</member>
<member name="F:F.Resource.ResourceBuildInfo.assetType">
<summary>
资源类型
</summary>
</member>
<member name="F:F.Resource.ResourceBuildInfo.exportType">
<summary>
导出类型
</summary>
</member>
<member name="P:F.Resource.ResourceBuildInfo.fileName">
<summary>
包名(hash)
</summary>
</member>
<member name="P:F.Resource.ResourceBuildInfo.assetName">
<summary>
短名(text)
</summary>
</member>
<member name="P:F.Resource.ResourceBuildInfo.fileSize">
<summary>
文件大小
</summary>
</member>
<member name="P:F.Resource.ResourceBuildInfo.fileHash">
<summary>
文件的hash值
</summary>
</member>
<member name="P:F.Resource.ResourceBuildInfo.bundleHash">
<summary>
打包
</summary>
</member>
<member name="P:F.Resource.ResourceBuildInfo.needExport">
<summary>
是不是自身的原因需要导出如指定的类型prefab等有些情况下是因为依赖树原因需要单独导出
</summary>
</member>
<member name="P:F.Resource.ResourceBuildInfo.assetPath">
<summary>
相对路径
</summary>
</member>
<member name="P:F.Resource.ResourceBuildInfo.assetPaths">
<summary>
依附
</summary>
</member>
<member name="P:F.Resource.ResourceBuildInfo.priority">
<summary>
优先级
</summary>
</member>
<member name="M:F.Resource.ResourceBuildInfo.#ctor(System.String)">
<summary>
</summary>
<param name="assetPath"></param>
</member>
<member name="M:F.Resource.ResourceBuildInfo.System#IComparable{F#Resource#ResourceBuildInfo}#CompareTo(F.Resource.ResourceBuildInfo)">
<summary>
比较
</summary>
<param name="other"></param>
<returns></returns>
</member>
<member name="M:F.Resource.ResourceBuildInfo.SetMainAssetPath(System.String)">
<summary>
设置主资源
</summary>
<param name="value"></param>
</member>
<member name="M:F.Resource.ResourceBuildInfo.AddSubAssetPath(System.String)">
<summary>
增加补充资源
</summary>
<param name="asset"></param>
</member>
<member name="M:F.Resource.ResourceBuildInfo.AnalyseDependence(F.Resource.ResourceBuilder)">
<summary>
分析引用关系
</summary>
</member>
<member name="M:F.Resource.ResourceBuildInfo.Merge">
<summary>
(作为AssetType.Asset时)是否需要单独导出
</summary>
</member>
<member name="M:F.Resource.ResourceBuildInfo.PreBuild">
<summary>
在导出之前执行
</summary>
</member>
<member name="M:F.Resource.ResourceBuildInfo.GetRoot(System.Collections.Generic.HashSet{F.Resource.ResourceBuildInfo})">
<summary>
</summary>
<param name="rootSet"></param>
</member>
<member name="M:F.Resource.ResourceBuildInfo.GetDependencies(System.Collections.Generic.HashSet{F.Resource.ResourceBuildInfo})">
<summary>
获取所有依赖项
</summary>
<param name="infoSet"></param>
</member>
<member name="M:F.Resource.ResourceBuildInfo.GetDependencies(System.Collections.Generic.HashSet{System.String})">
<summary>
获取所有依赖项
</summary>
<param name="pathSet"></param>
</member>
<member name="M:F.Resource.ResourceBuildInfo.AddParentDependencies(F.Resource.ResourceBuildInfo)">
<summary>
增加我依赖的项
</summary>
<param name="target"></param>
</member>
<member name="M:F.Resource.ResourceBuildInfo.AddChildrenDependencies(F.Resource.ResourceBuildInfo)">
<summary>
增加依赖我的项
</summary>
<param name="target"></param>
</member>
<member name="M:F.Resource.ResourceBuildInfo.RemoveParentDependencies(F.Resource.ResourceBuildInfo,System.Boolean)">
<summary>
移除我依赖的项
</summary>
<param name="target"></param>
<param name="recursive"></param>
</member>
<member name="M:F.Resource.ResourceBuildInfo.RemoveChildrenDependencies(F.Resource.ResourceBuildInfo)">
<summary>
移除依赖我的项
</summary>
<param name="target"></param>
<param name="recursive"></param>
</member>
<member name="M:F.Resource.ResourceBuildInfo.TrimDependencies(F.Resource.ResourceBuildInfo)">
<summary>
我依赖了这个项,那么依赖我的项不需要直接依赖这个项了
</summary>
</member>
<member name="M:F.Resource.ResourceBuildInfo.ContainsDependencies(F.Resource.ResourceBuildInfo,System.Boolean)">
<summary>
是否已经包含了这个依赖
</summary>
<param name="target"></param>
<param name="recursive"></param>
<returns></returns>
</member>
<member name="T:F.Resource.ResourceBuildWindow">
<summary>
</summary>
</member>
<member name="T:F.Resource.ResourceConfigWriter">
<summary>
</summary>
</member>
<member name="M:F.Resource.ResourceConfigWriter.GetAssetName(System.String)">
<summary>
</summary>
<param name="assetPath"></param>
<returns></returns>
</member>
<member name="M:F.Resource.ResourceConfigWriter.GetDependencies(F.Resource.ResourceBuildInfo)">
<summary>
获取依赖
</summary>
<param name="target"></param>
<returns></returns>
</member>
<member name="M:F.Resource.ResourceConfigWriter.Write(System.String,F.Resource.ResourceBuildInfo[])">
<summary>
</summary>
<param name="path"></param>
<param name="targets"></param>
</member>
<member name="T:F.Resource.ResourceFilter">
<summary>
</summary>
</member>
<member name="T:F.Resource.ResourceFilter.FilterType">
<summary>
</summary>
</member>
<member name="T:F.Resource.ResourceFilter.FilterInfo">
<summary>
过滤器
</summary>
</member>
<member name="M:F.ScriptComment.OnWillCreateAsset(System.String)">
<summary>
此函数在asset被创建完文件已经生成到磁盘上但是没有生成.meta文件和import之前被调用
</summary>
<param name="newFileMeta">newfilemeta 是由创建文件的path加上.meta组成的</param>
</member>
<member name="T:F.ExcelUtils">
<summary>
</summary>
</member>
<member name="M:F.ExcelUtils.ExcelToJson1(System.String,System.String,System.Func{System.String,System.Boolean})">
<summary>
对齐列(数组结构json)
</summary>
<param name="fileName"></param>
<param name="savePath"></param>
<param name="checkFunc"></param>
</member>
<member name="M:F.ExcelUtils.ExcelToJson2(System.String,System.String,System.Func{System.String,System.Boolean})">
<summary>
正常json解析
</summary>
<param name="fileName"></param>
<param name="savePath"></param>
<param name="checkFunc"></param>
</member>
<member name="M:F.ExcelUtils.ExcelToXml(System.String,System.String,System.Func{System.String,System.Boolean})">
<summary>
</summary>
<param name="fileName"></param>
<param name="saveFile"></param>
<param name="checkFunc"></param>
</member>
<member name="M:F.ExcelUtils.ExcelToCs1(System.String,System.String,System.Func{System.String,System.Boolean},System.String,System.String,System.String,System.String,System.String)">
<summary>
</summary>
<param name="fileName"></param>
<param name="savePath"></param>
<param name="checkFunc"></param>
<param name="spaceName"></param>
<param name="classPrefix"></param>
<param name="classPostfix"></param>
<param name="parentClass"></param>
<param name="filePostfix"></param>
</member>
<member name="M:F.UnitySVN.SVNCommand(System.String,System.String)">
<summary>
创建一个SVN的cmd命令
</summary>
<param name="command">命令(可在help里边查看)</param>
<param name="path">命令激活路径</param>
</member>
<member name="M:F.UnitySVN.SVNMenu">
<summary>
</summary>
</member>
<member name="M:F.UnitySVN.SVNCommit">
<summary>
提交选中内容
</summary>
</member>
<member name="M:F.UnitySVN.SVNCommitAll">
<summary>
提交全部Assets文件夹内容
</summary>
</member>
<member name="M:F.UnitySVN.SVNUpdate">
<summary>
更新选中内容
</summary>
</member>
<member name="M:F.UnitySVN.SVNUpdateAll">
<summary>
更新全部内容
</summary>
</member>
<member name="M:F.UnitySVN.GetSelectedObjectPath">
<summary>
获取全部选中物体的路径
包括meta文件
</summary>
<returns></returns>
</member>
<member name="M:F.UnitySVN.AssetsPathToFilePath(System.String)">
<summary>
将Assets路径转换为File路径
</summary>
<param name="path">Assets/Editor/...</param>
<returns></returns>
</member>
<member name="P:EditorUtils.TextAreaStyle">
<summary>Gets the text area style.</summary>
</member>
</members>
</doc>