using UnityEditor;
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namespace UnityEngine.AssetBundles.AssetBundleDataSource
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{
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public partial struct ABBuildInfo
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{
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public string outputDirectory;
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public BuildAssetBundleOptions options;
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public BuildTarget buildTarget;
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}
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public partial interface ABDataSource
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{
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//public static List<ABDataSource> CreateDataSources();
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string Name { get; }
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string ProviderName { get; }
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string[] GetAssetPathsFromAssetBundle (string assetBundleName);
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string GetAssetBundleName(string assetPath);
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string GetImplicitAssetBundleName(string assetPath);
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string[] GetAllAssetBundleNames();
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bool IsReadOnly();
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void SetAssetBundleNameAndVariant (string assetPath, string bundleName, string variantName);
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void RemoveUnusedAssetBundleNames();
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bool CanSpecifyBuildTarget { get; }
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bool CanSpecifyBuildOutputDirectory { get; }
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bool CanSpecifyBuildOptions { get; }
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bool BuildAssetBundles (ABBuildInfo info);
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}
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}
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