public EditorAssetMap(AssetbundleBuildSettings settings)
{
var assetPath = new List<string>();
var loadPath = new List<string>();
foreach (var setting in settings.BundleSettings)
{
assetPath.Clear();
loadPath.Clear();
var folderPath = UnityEditor.AssetDatabase.GUIDToAssetPath(setting.Folder.guid);
Utility.GetFilesInDirectory(string.Empty, assetPath, loadPath, folderPath, setting.IncludeSubfolder);
var assetList = new Dictionary<string, List<string>>();
for(int i = 0; i < assetPath.Count; i++)
{
if(assetList.TryGetValue(loadPath[i], out var list))
{
list.Add(assetPath[i]);
continue;
}
assetList.Add(loadPath[i], new List<string>() { assetPath[i] });
}
m_Map.Add(setting.BundleName, assetList);
}
}