using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ABRelation
{
//當前AssetBundle 名稱
private string _ABName;
//存儲引用包名
List<string> _ReferenceABName;
//存儲依賴包名
List<string> _DependenceABName;
/// <summary>
/// 添加引用
/// </summary>
/// <param name="abname"></param>
public void AddReference(string abname)
{
if (!_ReferenceABName.Contains(abname))
{
_ReferenceABName.Add(abname);
}
}
/// <summary>
/// 移除引用
/// </summary>
/// <param name="abname"></param>
public void RemoveReference(string abname)
{
if (_ReferenceABName.Contains(abname))
{
_ReferenceABName.Remove(abname);
}
}
/// <summary>
/// 獲取所有引用關係
/// </summary>
/// <returns></returns>
public List<string> GetAllReferences()
{
return _ReferenceABName;
}
/// <summary>
/// 添加依賴
/// </summary>
/// <param name="abname"></param>
public void AddDependence(string abname)
{
if (!_DependenceABName.Contains(abname))
{
_DependenceABName.Add(abname);
}
}
/// <summary>
/// 移除依賴
/// </summary>
/// <param name="abname"></param>
public void RemoveDependence(string abname)
{
if (_DependenceABName.Contains(abname))
{
_DependenceABName.Remove(abname);
}
}
/// <summary>
/// 獲取所有依賴
/// </summary>
/// <param name="abname"></param>
public List<string> GetAllDependence()
{
return _DependenceABName;
}
}
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--若是對您有所幫助,世界便多了一份你我的溫暖
--您的支持將是我的動力,手有餘糧的話,一點點讚賞我將開心不已(一毛錢也是極好的)