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Rename EstimatePrefab to ValidateCanCreatePrefab, rename template dir…
…ectory from ScriptSample to ScriptTemplate
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Assets/AssetBundleGraph/Editor/ScriptSample/MyPrefabricator.cs.sample
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Assets/AssetBundleGraph/Editor/ScriptTemplate/MyPrefabricator.cs.template
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using UnityEngine; | ||
using UnityEditor; | ||
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using System; | ||
using System.Collections.Generic; | ||
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public class MyPrefabricator : AssetBundleGraph.PrefabricatorBase { | ||
public override void ValidateCanCreatePrefab (string nodeName, string nodeId, string groupKey, List<AssetBundleGraph.AssetInfo> source, string recommendedPrefabOutputDir, Func<string, string> Prefabricate) { | ||
// Test and see if Prefab can be created | ||
// use Prefabricate deledate to create prefab. | ||
} | ||
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public override void CreatePrefab (string nodeName, string nodeId, string groupKey, List<AssetBundleGraph.AssetInfo> source, string recommendedPrefabOutputDir, Func<GameObject, string, bool, string> Prefabricate) { | ||
// use Prefabricate deledate to create prefab. | ||
} | ||
} |
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