Update document

pull/4/head
hevinci 2022-03-23 18:24:12 +08:00
parent b3fcbf85ff
commit 50492821f1
6 changed files with 21 additions and 24 deletions

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@ -16,6 +16,14 @@
资源包的压缩方式。 资源包的压缩方式。
- **Encryption Services**
加密服务类列表。
- **Redundancy Services**
冗余服务类列表。
- **Append Extension** - **Append Extension**
构建的资源包文件名是否包含后缀格式。 构建的资源包文件名是否包含后缀格式。
@ -37,14 +45,15 @@
编写继承IAssetEncrypter接口的加密类。注意加密类文件需要放置在Editor文件夹里。 编写继承IAssetEncrypter接口的加密类。注意加密类文件需要放置在Editor文件夹里。
````C# ````C#
using System;
using YooAsset.Editor; using YooAsset.Editor;
public class AssetEncrypter : IAssetEncrypter public class GameEncryption : IEncryptionServices
{ {
/// <summary> /// <summary>
/// 检测资源包是否需要加密 /// 检测资源包是否需要加密
/// </summary> /// </summary>
bool IAssetEncrypter.Check(string filePath) bool IEncryptionServices.Check(string filePath)
{ {
// 对配置表相关的资源包进行加密 // 对配置表相关的资源包进行加密
return filePath.Contains("Assets/Config/"); return filePath.Contains("Assets/Config/");
@ -53,7 +62,7 @@ public class AssetEncrypter : IAssetEncrypter
/// <summary> /// <summary>
/// 对数据进行加密,并返回加密后的数据 /// 对数据进行加密,并返回加密后的数据
/// </summary> /// </summary>
byte[] IAssetEncrypter.Encrypt(byte[] fileData) byte[] IEncryptionServices.Encrypt(byte[] fileData)
{ {
int offset = 32; int offset = 32;
var temper = new byte[fileData.Length + offset]; var temper = new byte[fileData.Length + offset];
@ -67,7 +76,9 @@ public class AssetEncrypter : IAssetEncrypter
构建成功后会在输出目录下找到补丁包文件夹,该文件夹名称为本次构建时指定的资源版本号。 构建成功后会在输出目录下找到补丁包文件夹,该文件夹名称为本次构建时指定的资源版本号。
补丁包文件夹里包含补丁清单和资源包文件以及说明文件,资源包文件都是以文件的哈希值命名。 补丁包文件夹里包含补丁清单文件,资源包文件,构建报告文件等。
资源包文件都是以文件的哈希值命名。
![image](https://github.com/tuyoogame/YooAsset/raw/main/Docs/Image/AssetBuilder-img4.jpg) ![image](https://github.com/tuyoogame/YooAsset/raw/main/Docs/Image/AssetBuilder-img4.jpg)
@ -86,11 +97,8 @@ private static void BuildInternal(BuildTarget buildTarget)
{ {
Debug.Log($"开始构建 : {buildTarget}"); Debug.Log($"开始构建 : {buildTarget}");
// 打印命令行参数 // 命令行参数
int buildVersion = GetBuildVersion(); int buildVersion = GetBuildVersion();
bool isForceBuild = IsForceBuild();
Debug.Log($"资源版本 : {buildVersion}");
Debug.Log($"强制重建 : {isForceBuild}");
// 构建参数 // 构建参数
string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot(); string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot();
@ -101,7 +109,9 @@ private static void BuildInternal(BuildTarget buildTarget)
buildParameters.BuildVersion = buildVersion; buildParameters.BuildVersion = buildVersion;
buildParameters.CompressOption = ECompressOption.LZ4; buildParameters.CompressOption = ECompressOption.LZ4;
buildParameters.AppendFileExtension = false; buildParameters.AppendFileExtension = false;
buildParameters.IsForceRebuild = isForceBuild; buildParameters.EncryptionServices = new GameEncryption();
buildParameters.RedundancyServices = null;
buildParameters.IsForceRebuild = true;
buildParameters.BuildinTags = "buildin"; buildParameters.BuildinTags = "buildin";
// 执行构建 // 执行构建
@ -122,14 +132,5 @@ private static int GetBuildVersion()
} }
return -1; return -1;
} }
private static bool IsForceBuild()
{
foreach (string arg in System.Environment.GetCommandLineArgs())
{
if (arg.StartsWith("forceBuild"))
return arg.Split("="[0])[1] == "true" ? true : false;
}
return false;
}
```` ````

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@ -121,9 +121,9 @@ IEnumerator Start()
IEnumerator Start() IEnumerator Start()
{ {
string location = "wwise/init.bnk"; string location = "wwise/init.bnk";
string savePath = $"{Application.persistentDataPath}/Audio/init.bnk" string savePath = $"{Application.persistentDataPath}/Audio/init.bnk";
RawFileOperation operation = YooAssets.LoadRawFileAsync(location, savePath); RawFileOperation operation = YooAssets.LoadRawFileAsync(location, savePath);
yield return operation; yield return operation;
byte[] fileData = operation.GetFileData(); byte[] fileData = operation.GetFileData();
string fileText = operation.GetFileText(); string fileText = operation.GetFileText();
} }

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@ -10,11 +10,7 @@
- **Asset Bundle File Variant** : AssetBundle资源包后缀名 - **Asset Bundle File Variant** : AssetBundle资源包后缀名
- **Raw File Variant** : 原生资源包后缀名 - **Raw File Variant** : 原生资源包后缀名
- **Patch Manifest File Name** : 补丁清单文件名 - **Patch Manifest File Name** : 补丁清单文件名
- **Patch Manifest Hash File Name** : 补丁清单哈希文件名 - **Patch Manifest Hash File Name** : 补丁清单哈希文件名
- **Unity Manifest File Name** : Unity构建的清单名称 - **Unity Manifest File Name** : Unity构建的清单名称
- **Readme File Name** : 说明文件名称