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