using UnityEngine;
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public class AssetBundleInfo
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{
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public string name = null;
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public Hash128 hash;
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public string[] dependentBundles = null;
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public AssetBundleInfo(string bundleName, Hash128 hash128, string[] dependentBundleArray)
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{
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if (AssetVersionUtility.IsOpenDMHunxiao())
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{
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name = AssetVersionUtility.DecodeFileName(bundleName);
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hash = hash128;
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//dependentBundles 存储 dependentBundleArray 的字符串倒序后存储
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for (int i = 0; i < dependentBundleArray.Length; i++)
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{
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dependentBundleArray[i] = AssetVersionUtility.DecodeFileName(dependentBundleArray[i]);
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}
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dependentBundles = dependentBundleArray;
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}
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else
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{
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name = bundleName;
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hash = hash128;
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dependentBundles = dependentBundleArray;
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}
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}
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}
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