C# 클래스 AssetBundleGraph.AssetBundleGraphController

파일 보기 프로젝트 열기: unity3d-jp/AssetGraph 1 사용 예제들

공개 메소드들

메소드 설명
CreateOperation ( SaveData saveData, NodeData currentNodeData, Action errorHandler ) : INodeOperation
GetCachedDataByNode ( BuildTarget t, NodeData node ) : List
Perform ( SaveData saveData, BuildTarget target, bool isRun, Action errorHandler, float>.Action updateHandler ) : Dictionary>>
Postprocess ( SaveData saveData, Dictionary result, bool isBuild ) : void

비공개 메소드들

메소드 설명
CollectNodeGroupAndAssets ( SaveData data, Dictionary result ) : Dictionary>>
DoNodeOperation ( BuildTarget target, NodeData currentNodeData, ConnectionPointData currentInputPoint, ConnectionData connectionToOutput, SaveData saveData, Dictionary resultDict, Dictionary cachedDict, List performedIds, bool isActualRun, Action errorHandler, float>.Action updateHandler ) : void
MarkAndTraverseParent ( SaveData saveData, NodeData current, List visitedConnections, List visitedNode ) : void
ValidateLoopConnection ( SaveData saveData ) : void
ValidateNameCollision ( SaveData saveData ) : void

메소드 상세

CreateOperation() 공개 정적인 메소드

public static CreateOperation ( SaveData saveData, NodeData currentNodeData, Action errorHandler ) : INodeOperation
saveData SaveData
currentNodeData NodeData
errorHandler Action
리턴 INodeOperation

GetCachedDataByNode() 공개 정적인 메소드

public static GetCachedDataByNode ( BuildTarget t, NodeData node ) : List
t BuildTarget
node NodeData
리턴 List

Perform() 공개 정적인 메소드

public static Perform ( SaveData saveData, BuildTarget target, bool isRun, Action errorHandler, float>.Action updateHandler ) : Dictionary>>
saveData SaveData
target BuildTarget
isRun bool
errorHandler Action
updateHandler float>.Action
리턴 Dictionary>>

Postprocess() 공개 정적인 메소드

public static Postprocess ( SaveData saveData, Dictionary result, bool isBuild ) : void
saveData SaveData
result Dictionary
isBuild bool
리턴 void