//记录所有加载路径
HashSet allAssetLoadPath = new HashSet();
//构建所有分包
foreach (AssetsSetting assetsSetting in assetsSettings)
{
if (assetsSetting != null)
{
if (assetsSetting is AssetsLoadSetting)
{
//获取单个Bundle的配置文件
Build(assetLoadTable, assetsSetting as AssetsLoadSetting, allAssetLoadPath, alwaysIncludedShaders);
}
else
{
//处理原生资源
AnalysisOriginFile(assetLoadTable, assetsSetting as AssetsOriginSetting);
下载demo之后只保留两个分包配置但是assetsSettings有四个元素,断点发现有2个空指针

//记录所有加载路径
HashSet allAssetLoadPath = new HashSet();
//构建所有分包
foreach (AssetsSetting assetsSetting in assetsSettings)
{
if (assetsSetting != null)
{
if (assetsSetting is AssetsLoadSetting)
{
//获取单个Bundle的配置文件
Build(assetLoadTable, assetsSetting as AssetsLoadSetting, allAssetLoadPath, alwaysIncludedShaders);
}
else
{
//处理原生资源
AnalysisOriginFile(assetLoadTable, assetsSetting as AssetsOriginSetting);
下载demo之后只保留两个分包配置但是assetsSettings有四个元素,断点发现有2个空指针
