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