2025-05-18 01:04:31 +08:00

498 lines
17 KiB
XML
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

<?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>