Optimized the speed of simulate build
parent
091758022f
commit
65875b66c2
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@ -89,9 +89,9 @@ namespace YooAsset.Editor
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/// <summary>
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/// <summary>
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/// 获取构建的耗时(单位:秒)
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/// 获取构建的耗时(单位:秒)
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/// </summary>
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/// </summary>
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public int GetBuildingSeconds()
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public float GetBuildingSeconds()
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{
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{
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int seconds = (int)(_buildWatch.ElapsedMilliseconds / 1000);
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float seconds = _buildWatch.ElapsedMilliseconds / 1000f;
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return seconds;
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return seconds;
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}
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}
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public void BeginWatch()
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public void BeginWatch()
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@ -139,9 +139,9 @@ namespace YooAsset.Editor
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bool succeed = BuildRunner.Run(pipeline, _buildContext);
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bool succeed = BuildRunner.Run(pipeline, _buildContext);
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if (succeed)
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if (succeed)
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Debug.Log($"{buildParameters.BuildMode}模式构建成功!");
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Debug.Log($"{buildParameters.BuildMode} pipeline build succeed !");
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else
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else
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Debug.LogWarning($"{buildParameters.BuildMode}模式构建失败!");
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Debug.LogWarning($"{buildParameters.BuildMode} pipeline build failed !");
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return succeed;
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return succeed;
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}
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}
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}
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}
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@ -45,14 +45,22 @@ namespace YooAsset.Editor
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}
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}
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/// <summary>
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/// <summary>
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/// 普通日志输出
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/// 日志输出
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/// </summary>
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/// </summary>
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public static void Log(string info)
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public static void Log(string info)
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{
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{
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if (EnableLog)
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if (EnableLog)
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{
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{
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UnityEngine.Debug.Log(info);
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UnityEngine.Debug.Log(info);
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}
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}
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}
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/// <summary>
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/// 日志输出
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/// </summary>
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public static void Info(string info)
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{
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UnityEngine.Debug.Log(info);
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}
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}
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}
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}
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}
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}
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@ -12,20 +12,30 @@ namespace YooAsset.Editor
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{
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{
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var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
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var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
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var buildMapContext = context.GetContextObject<BuildMapContext>();
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var buildMapContext = context.GetContextObject<BuildMapContext>();
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CreateReportFile(buildParameters, buildMapContext);
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buildParameters.StopWatch();
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var buildMode = buildParameters.Parameters.BuildMode;
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if (buildMode != EBuildMode.SimulateBuild)
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{
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CreateReportFile(buildParameters, buildMapContext);
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}
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else
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{
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float buildSeconds = buildParameters.GetBuildingSeconds();
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BuildRunner.Info($"Build time consuming {buildSeconds} seconds.");
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}
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}
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}
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private void CreateReportFile(AssetBundleBuilder.BuildParametersContext buildParameters, BuildMapContext buildMapContext)
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private void CreateReportFile(AssetBundleBuilder.BuildParametersContext buildParameters, BuildMapContext buildMapContext)
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{
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{
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PatchManifest patchManifest = AssetBundleBuilderHelper.LoadPatchManifestFile(buildParameters.PipelineOutputDirectory, buildParameters.Parameters.BuildVersion);
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PatchManifest patchManifest = AssetBundleBuilderHelper.LoadPatchManifestFile(buildParameters.PipelineOutputDirectory, buildParameters.Parameters.BuildVersion);
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BuildReport buildReport = new BuildReport();
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BuildReport buildReport = new BuildReport();
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buildParameters.StopWatch();
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// 概述信息
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// 概述信息
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{
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{
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buildReport.Summary.UnityVersion = UnityEngine.Application.unityVersion;
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buildReport.Summary.UnityVersion = UnityEngine.Application.unityVersion;
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buildReport.Summary.BuildTime = DateTime.Now.ToString();
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buildReport.Summary.BuildTime = DateTime.Now.ToString();
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buildReport.Summary.BuildSeconds = buildParameters.GetBuildingSeconds();
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buildReport.Summary.BuildSeconds = (int)buildParameters.GetBuildingSeconds();
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buildReport.Summary.BuildTarget = buildParameters.Parameters.BuildTarget;
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buildReport.Summary.BuildTarget = buildParameters.Parameters.BuildTarget;
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buildReport.Summary.BuildMode = buildParameters.Parameters.BuildMode;
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buildReport.Summary.BuildMode = buildParameters.Parameters.BuildMode;
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buildReport.Summary.BuildVersion = buildParameters.Parameters.BuildVersion;
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buildReport.Summary.BuildVersion = buildParameters.Parameters.BuildVersion;
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@ -89,6 +89,13 @@ namespace YooAsset.Editor
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/// </summary>
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/// </summary>
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public List<CollectAssetInfo> GetAllCollectAssets(AssetBundleCollectorGroup group)
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public List<CollectAssetInfo> GetAllCollectAssets(AssetBundleCollectorGroup group)
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{
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{
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// 注意:模拟构建模式下只收集主资源
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if (AssetBundleCollectorSetting.BuildMode == EBuildMode.SimulateBuild)
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{
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if (CollectorType != ECollectorType.MainAssetCollector)
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return new List<CollectAssetInfo>();
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}
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Dictionary<string, CollectAssetInfo> result = new Dictionary<string, CollectAssetInfo>(1000);
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Dictionary<string, CollectAssetInfo> result = new Dictionary<string, CollectAssetInfo>(1000);
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bool isRawAsset = PackRuleName == nameof(PackRawFile);
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bool isRawAsset = PackRuleName == nameof(PackRawFile);
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