feat:SVC搜集工作支持在CI上进行
parent
7f41ba9a3c
commit
17fab5ad61
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@ -214,6 +214,11 @@ namespace YooAsset.Editor
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{
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{
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EditorWindow.FocusWindowIfItsOpen<SceneView>();
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EditorWindow.FocusWindowIfItsOpen<SceneView>();
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}
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}
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public static void CloseUnityGameWindow()
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{
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System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.GameView");
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EditorWindow.GetWindow(T, false, "GameView", true).Close();
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}
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public static void FocusUnityGameWindow()
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public static void FocusUnityGameWindow()
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{
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{
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System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.GameView");
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System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.GameView");
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@ -1,4 +1,4 @@
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using System.Collections;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Diagnostics;
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using System.Linq;
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using System.Linq;
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@ -6,21 +6,18 @@ using System.IO;
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using UnityEngine;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEditor.SceneManagement;
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using Debug = UnityEngine.Debug;
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namespace YooAsset.Editor
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namespace YooAsset.Editor
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{
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{
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[InitializeOnLoad]
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public static class ShaderVariantCollector
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public static class ShaderVariantCollector
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{
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{
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private const float WaitMilliseconds = 1000f;
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private const float WaitMilliseconds = 1000f;
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private static string _saveFilePath;
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private static string _saveFilePath;
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private static bool _isStarted = false;
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private static bool _isStarted = false;
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private static readonly Stopwatch _elapsedTime = new Stopwatch();
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private static readonly Stopwatch _elapsedTime = new Stopwatch();
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public static Action OnCompletedCallback;
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static ShaderVariantCollector()
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{
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EditorApplication.update += EditorUpdate;
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}
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private static void EditorUpdate()
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private static void EditorUpdate()
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{
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{
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// 注意:一定要延迟保存才会起效
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// 注意:一定要延迟保存才会起效
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@ -28,14 +25,21 @@ namespace YooAsset.Editor
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{
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{
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_isStarted = false;
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_isStarted = false;
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_elapsedTime.Stop();
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_elapsedTime.Stop();
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EditorApplication.update -= EditorUpdate;
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// 保存结果
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// 保存结果
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SaveCurrentShaderVariantCollection();
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SaveCurrentShaderVariantCollection();
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// 创建说明文件
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// 创建说明文件
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CreateReadme();
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CreateReadme();
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Debug.Log($"搜集SVC完毕");
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OnCompletedCallback?.Invoke();
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}
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}
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}
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}
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private static void CreateReadme()
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private static void CreateReadme()
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{
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{
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AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
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AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
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@ -59,6 +63,8 @@ namespace YooAsset.Editor
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{
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{
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if (_isStarted)
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if (_isStarted)
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return;
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return;
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EditorApplication.update += EditorUpdate;
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if (Path.HasExtension(saveFilePath) == false)
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if (Path.HasExtension(saveFilePath) == false)
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saveFilePath = $"{saveFilePath}.shadervariants";
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saveFilePath = $"{saveFilePath}.shadervariants";
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@ -83,8 +89,6 @@ namespace YooAsset.Editor
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_isStarted = true;
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_isStarted = true;
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_elapsedTime.Reset();
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_elapsedTime.Reset();
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_elapsedTime.Start();
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_elapsedTime.Start();
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UnityEngine.Debug.LogWarning("已经启动着色器变种收集工作,该工具只支持在编辑器下人工操作!");
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}
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}
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private static void CreateTemperScene()
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private static void CreateTemperScene()
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