498 lines
17 KiB
XML
498 lines
17 KiB
XML
<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>F.Editor</name>
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</assembly>
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<members>
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<member name="T:F.EditorHelper">
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<summary>
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</summary>
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</member>
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<member name="M:F.EditorHelper.ReplaceScriptTemplate">
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<summary>Replaces the script template.</summary>
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</member>
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<member name="T:F.Resource.ResourceBuilder">
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<summary>
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</summary>
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</member>
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<member name="F:F.Resource.ResourceBuilder._buildPath">
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<summary>
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</summary>
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</member>
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<member name="F:F.Resource.ResourceBuilder._cachePath">
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<summary>
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</summary>
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</member>
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<member name="F:F.Resource.ResourceBuilder._assetBuildInfoTable">
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<summary>
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资源打包信息
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</summary>
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</member>
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<member name="F:F.Resource.ResourceBuilder._assetFileHashTable">
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<summary>
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</summary>
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</member>
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<member name="P:F.Resource.ResourceBuilder.buildPath">
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<summary>
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打包资源目录
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</summary>
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</member>
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<member name="P:F.Resource.ResourceBuilder.cachePath">
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<summary>
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缓存目录
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</summary>
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</member>
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<member name="M:F.Resource.ResourceBuilder.Begin">
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<summary>
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开始准备资源打包
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</summary>
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</member>
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<member name="M:F.Resource.ResourceBuilder.Build">
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<summary>
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</summary>
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</member>
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<member name="M:F.Resource.ResourceBuilder.End">
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<summary>
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打包结束
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</summary>
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</member>
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<member name="M:F.Resource.ResourceBuilder.Reset">
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<summary>
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</summary>
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</member>
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<member name="M:F.Resource.ResourceBuilder.AddRootTargets(System.String,System.String[])">
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<summary>
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添加rootAssets
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</summary>
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<param name="filter"></param>
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<param name="folders"></param>
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</member>
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<member name="M:F.Resource.ResourceBuilder.AddAssetTargets(System.String,System.String[])">
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<summary>
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</summary>
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<param name="filter"></param>
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<param name="folders"></param>
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</member>
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<member name="M:F.Resource.ResourceBuilder.LoadAsRoot(System.String)">
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<summary>
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</summary>
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<param name="assetPath"></param>
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<returns></returns>
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</member>
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<member name="M:F.Resource.ResourceBuilder.LoadAsAsset(System.String)">
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<summary>
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</summary>
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<param name="assetPath"></param>
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<returns></returns>
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</member>
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<member name="M:F.Resource.ResourceBuilder.GetAll">
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<summary>
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</summary>
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<returns></returns>
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</member>
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<member name="M:F.Resource.ResourceBuilder.SaveConfig(System.Collections.Generic.List{F.Resource.ResourceBuildInfo})">
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<summary>
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保存打包配置
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</summary>
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<param name="assetBuildInfos"></param>
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</member>
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<member name="M:F.Resource.ResourceBuilder.SaveBundle">
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<summary>
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保存打包文件
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</summary>
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</member>
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<member name="M:F.Resource.ResourceBuilder.RemoveUnused(System.Collections.Generic.List{F.Resource.ResourceBuildInfo})">
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<summary>
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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
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</summary>
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<param name="all"></param>
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</member>
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<member name="T:F.Resource.ResourceBuilder5x">
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<summary>
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</summary>
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</member>
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<member name="T:F.Resource.AssetType">
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<summary>
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</summary>
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</member>
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<member name="F:F.Resource.AssetType.Asset">
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<summary>
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普通资源
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</summary>
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</member>
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<member name="F:F.Resource.AssetType.Builtin">
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<summary>
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内置
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</summary>
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</member>
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<member name="F:F.Resource.AssetType.Resource">
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<summary>
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(Resources目录)
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</summary>
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</member>
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<member name="T:F.Resource.AssetBuildType">
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<summary>
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</summary>
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</member>
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<member name="F:F.Resource.AssetBuildType.Root">
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<summary>
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根
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</summary>
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</member>
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<member name="F:F.Resource.AssetBuildType.Asset">
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<summary>
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最基本资源(不可再分)
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</summary>
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</member>
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<member name="F:F.Resource.AssetBuildType.Standalone">
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<summary>
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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
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</summary>
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</member>
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<member name="T:F.Resource.ResourceBuildInfo">
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<summary>
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</summary>
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</member>
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<member name="F:F.Resource.ResourceBuildInfo._mainAssetPath">
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<summary>
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主资源路径
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</summary>
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</member>
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<member name="F:F.Resource.ResourceBuildInfo._subAssetPaths">
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<summary>
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子资源路径
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</summary>
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</member>
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<member name="F:F.Resource.ResourceBuildInfo._myDependencies">
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<summary>
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我依赖的项
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</summary>
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</member>
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<member name="F:F.Resource.ResourceBuildInfo._beDependencies">
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<summary>
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依赖我的项
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</summary>
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</member>
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<member name="F:F.Resource.ResourceBuildInfo._analysed">
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<summary>
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已分析过依赖
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</summary>
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</member>
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<member name="F:F.Resource.ResourceBuildInfo._preBuilded">
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<summary>
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</summary>
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</member>
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<member name="F:F.Resource.ResourceBuildInfo.assetType">
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<summary>
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资源类型
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</summary>
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</member>
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<member name="F:F.Resource.ResourceBuildInfo.exportType">
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<summary>
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导出类型
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</summary>
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</member>
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<member name="P:F.Resource.ResourceBuildInfo.fileName">
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<summary>
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包名(hash)
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</summary>
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</member>
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<member name="P:F.Resource.ResourceBuildInfo.assetName">
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<summary>
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短名(text)
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</summary>
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</member>
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<member name="P:F.Resource.ResourceBuildInfo.fileSize">
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<summary>
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文件大小
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</summary>
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</member>
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<member name="P:F.Resource.ResourceBuildInfo.fileHash">
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<summary>
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文件的hash值
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</summary>
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</member>
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<member name="P:F.Resource.ResourceBuildInfo.bundleHash">
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<summary>
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打包
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</summary>
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</member>
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<member name="P:F.Resource.ResourceBuildInfo.needExport">
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<summary>
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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
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</summary>
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</member>
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<member name="P:F.Resource.ResourceBuildInfo.assetPath">
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<summary>
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相对路径
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</summary>
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</member>
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<member name="P:F.Resource.ResourceBuildInfo.assetPaths">
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<summary>
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依附
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</summary>
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</member>
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<member name="P:F.Resource.ResourceBuildInfo.priority">
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<summary>
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优先级
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</summary>
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</member>
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<member name="M:F.Resource.ResourceBuildInfo.#ctor(System.String)">
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<summary>
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</summary>
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<param name="assetPath"></param>
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</member>
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<member name="M:F.Resource.ResourceBuildInfo.System#IComparable{F#Resource#ResourceBuildInfo}#CompareTo(F.Resource.ResourceBuildInfo)">
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<summary>
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比较
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</summary>
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<param name="other"></param>
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<returns></returns>
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</member>
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<member name="M:F.Resource.ResourceBuildInfo.SetMainAssetPath(System.String)">
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<summary>
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设置主资源
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</summary>
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<param name="value"></param>
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</member>
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<member name="M:F.Resource.ResourceBuildInfo.AddSubAssetPath(System.String)">
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<summary>
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增加补充资源
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</summary>
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<param name="asset"></param>
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</member>
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<member name="M:F.Resource.ResourceBuildInfo.AnalyseDependence(F.Resource.ResourceBuilder)">
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<summary>
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分析引用关系
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</summary>
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</member>
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<member name="M:F.Resource.ResourceBuildInfo.Merge">
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<summary>
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(作为AssetType.Asset时)是否需要单独导出
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</summary>
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</member>
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<member name="M:F.Resource.ResourceBuildInfo.PreBuild">
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<summary>
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在导出之前执行
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</summary>
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</member>
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<member name="M:F.Resource.ResourceBuildInfo.GetRoot(System.Collections.Generic.HashSet{F.Resource.ResourceBuildInfo})">
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<summary>
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</summary>
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<param name="rootSet"></param>
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</member>
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<member name="M:F.Resource.ResourceBuildInfo.GetDependencies(System.Collections.Generic.HashSet{F.Resource.ResourceBuildInfo})">
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<summary>
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获取所有依赖项
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</summary>
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<param name="infoSet"></param>
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</member>
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<member name="M:F.Resource.ResourceBuildInfo.GetDependencies(System.Collections.Generic.HashSet{System.String})">
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<summary>
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获取所有依赖项
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</summary>
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<param name="pathSet"></param>
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</member>
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<member name="M:F.Resource.ResourceBuildInfo.AddParentDependencies(F.Resource.ResourceBuildInfo)">
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<summary>
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增加我依赖的项
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</summary>
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<param name="target"></param>
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</member>
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<member name="M:F.Resource.ResourceBuildInfo.AddChildrenDependencies(F.Resource.ResourceBuildInfo)">
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<summary>
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增加依赖我的项
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</summary>
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<param name="target"></param>
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</member>
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<member name="M:F.Resource.ResourceBuildInfo.RemoveParentDependencies(F.Resource.ResourceBuildInfo,System.Boolean)">
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<summary>
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移除我依赖的项
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</summary>
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<param name="target"></param>
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<param name="recursive"></param>
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</member>
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<member name="M:F.Resource.ResourceBuildInfo.RemoveChildrenDependencies(F.Resource.ResourceBuildInfo)">
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<summary>
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移除依赖我的项
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</summary>
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<param name="target"></param>
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<param name="recursive"></param>
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</member>
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<member name="M:F.Resource.ResourceBuildInfo.TrimDependencies(F.Resource.ResourceBuildInfo)">
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<summary>
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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
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</summary>
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</member>
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<member name="M:F.Resource.ResourceBuildInfo.ContainsDependencies(F.Resource.ResourceBuildInfo,System.Boolean)">
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<summary>
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是否已经包含了这个依赖
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</summary>
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<param name="target"></param>
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<param name="recursive"></param>
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<returns></returns>
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</member>
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<member name="T:F.Resource.ResourceBuildWindow">
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<summary>
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</summary>
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</member>
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<member name="T:F.Resource.ResourceConfigWriter">
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<summary>
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</summary>
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</member>
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<member name="M:F.Resource.ResourceConfigWriter.GetAssetName(System.String)">
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<summary>
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</summary>
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<param name="assetPath"></param>
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<returns></returns>
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</member>
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<member name="M:F.Resource.ResourceConfigWriter.GetDependencies(F.Resource.ResourceBuildInfo)">
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<summary>
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获取依赖
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</summary>
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<param name="target"></param>
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<returns></returns>
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</member>
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<member name="M:F.Resource.ResourceConfigWriter.Write(System.String,F.Resource.ResourceBuildInfo[])">
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<summary>
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</summary>
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<param name="path"></param>
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<param name="targets"></param>
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</member>
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<member name="T:F.Resource.ResourceFilter">
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<summary>
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</summary>
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</member>
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<member name="T:F.Resource.ResourceFilter.FilterType">
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<summary>
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</summary>
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</member>
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<member name="T:F.Resource.ResourceFilter.FilterInfo">
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<summary>
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过滤器
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</summary>
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</member>
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<member name="M:F.ScriptComment.OnWillCreateAsset(System.String)">
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<summary>
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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
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</summary>
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<param name="newFileMeta">newfilemeta 是由创建文件的path加上.meta组成的</param>
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</member>
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<member name="T:F.ExcelUtils">
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<summary>
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</summary>
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</member>
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<member name="M:F.ExcelUtils.ExcelToJson1(System.String,System.String,System.Func{System.String,System.Boolean})">
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<summary>
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对齐列(数组结构json)
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</summary>
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<param name="fileName"></param>
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<param name="savePath"></param>
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<param name="checkFunc"></param>
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</member>
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<member name="M:F.ExcelUtils.ExcelToJson2(System.String,System.String,System.Func{System.String,System.Boolean})">
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<summary>
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正常json解析
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</summary>
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<param name="fileName"></param>
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<param name="savePath"></param>
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<param name="checkFunc"></param>
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</member>
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<member name="M:F.ExcelUtils.ExcelToXml(System.String,System.String,System.Func{System.String,System.Boolean})">
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<summary>
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</summary>
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<param name="fileName"></param>
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<param name="saveFile"></param>
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<param name="checkFunc"></param>
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</member>
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<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)">
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<summary>
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</summary>
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<param name="fileName"></param>
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<param name="savePath"></param>
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<param name="checkFunc"></param>
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<param name="spaceName"></param>
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<param name="classPrefix"></param>
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<param name="classPostfix"></param>
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<param name="parentClass"></param>
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<param name="filePostfix"></param>
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</member>
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<member name="M:F.UnitySVN.SVNCommand(System.String,System.String)">
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<summary>
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创建一个SVN的cmd命令
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</summary>
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<param name="command">命令(可在help里边查看)</param>
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<param name="path">命令激活路径</param>
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</member>
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<member name="M:F.UnitySVN.SVNMenu">
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<summary>
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</summary>
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</member>
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<member name="M:F.UnitySVN.SVNCommit">
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<summary>
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提交选中内容
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</summary>
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</member>
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<member name="M:F.UnitySVN.SVNCommitAll">
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<summary>
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提交全部Assets文件夹内容
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</summary>
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</member>
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<member name="M:F.UnitySVN.SVNUpdate">
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<summary>
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更新选中内容
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</summary>
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</member>
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<member name="M:F.UnitySVN.SVNUpdateAll">
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<summary>
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更新全部内容
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</summary>
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</member>
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<member name="M:F.UnitySVN.GetSelectedObjectPath">
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<summary>
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获取全部选中物体的路径
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包括meta文件
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</summary>
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<returns></returns>
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</member>
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<member name="M:F.UnitySVN.AssetsPathToFilePath(System.String)">
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<summary>
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将Assets路径转换为File路径
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</summary>
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<param name="path">Assets/Editor/...</param>
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<returns></returns>
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</member>
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<member name="P:EditorUtils.TextAreaStyle">
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<summary>Gets the text area style.</summary>
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</member>
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</members>
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</doc>
|