Update AssetBundleBuilder

pull/4/head
hevinci 2022-03-16 11:33:45 +08:00
parent 6424a149bb
commit 299f770692
8 changed files with 44 additions and 4 deletions

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: d6268d725eec21b4aae819adc1553f0e
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,4 +1,5 @@
using System.Collections; using System;
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
namespace YooAsset.Editor namespace YooAsset.Editor
@ -6,6 +7,7 @@ namespace YooAsset.Editor
/// <summary> /// <summary>
/// 构建的资源信息类 /// 构建的资源信息类
/// </summary> /// </summary>
[Serializable]
public class BuildAssetInfo public class BuildAssetInfo
{ {
/// <summary> /// <summary>

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@ -1,4 +1,5 @@
using System.Linq; using System;
using System.Linq;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEditor; using UnityEditor;
@ -8,6 +9,7 @@ namespace YooAsset.Editor
/// <summary> /// <summary>
/// 构建的资源包信息类 /// 构建的资源包信息类
/// </summary> /// </summary>
[Serializable]
public class BuildBundleInfo public class BuildBundleInfo
{ {
/// <summary> /// <summary>

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@ -0,0 +1,17 @@
using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace YooAsset
{
/// <summary>
/// 构建报告
/// </summary>
[Serializable]
public class BuildReport
{
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 0f35afda8a63f874fb78877d65dafdd2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -145,11 +145,11 @@ namespace YooAsset.Editor
Dictionary<string, BuildAssetInfo> buildAssets = new Dictionary<string, BuildAssetInfo>(); Dictionary<string, BuildAssetInfo> buildAssets = new Dictionary<string, BuildAssetInfo>();
// 1. 获取主动收集的资源 // 1. 获取主动收集的资源
List<AssetCollectInfo> allCollectInfos = AssetBundleCollectorSettingData.GetAllCollectAssets(); List<CollectAssetInfo> allCollectInfos = AssetBundleCollectorSettingData.GetAllCollectAssets();
// 2. 对收集的资源进行依赖分析 // 2. 对收集的资源进行依赖分析
int progressValue = 0; int progressValue = 0;
foreach (AssetCollectInfo collectInfo in allCollectInfos) foreach (CollectAssetInfo collectInfo in allCollectInfos)
{ {
string mainAssetPath = collectInfo.AssetPath; string mainAssetPath = collectInfo.AssetPath;