加入 ExtdBuildTasks 进行 SBP 扩展,修复 Sprite 打包冗馀问题
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using System.Collections.Generic;
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using UnityEditor.Build.Content;
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using UnityEngine.U2D;
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using UnityEditor.Build.Pipeline.Injector;
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using UnityEditor.Build.Pipeline.Interfaces;
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using UnityEngine;
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using System.Linq;
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namespace UnityEditor.Build.Pipeline.Tasks
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{
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/// <summary>
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/// Ref https://zhuanlan.zhihu.com/p/586918159
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/// </summary>
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public class RemoveSpriteAtlasRedundancy : IBuildTask
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{
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/// <inheritdoc />
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public int Version => 1;
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[InjectContext]
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IBundleWriteData writeDataParam;
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/// <inheritdoc />
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public ReturnCode Run()
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{
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BundleWriteData writeData = (BundleWriteData)writeDataParam;
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// 所有图集散图的 guid 集合
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HashSet<GUID> spriteGuids = new HashSet<GUID>();
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// 遍历资源包里的资源记录其中图集的散图 guid
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foreach (var pair in writeData.FileToObjects)
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{
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foreach (ObjectIdentifier objectIdentifier in pair.Value)
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{
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string path = AssetDatabase.GUIDToAssetPath(objectIdentifier.guid);
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Object asset = AssetDatabase.LoadAssetAtPath<Object>(path);
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if (asset is SpriteAtlas)
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{
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List<string> spritePaths = AssetDatabase.GetDependencies(path, false).ToList();
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foreach (string spritePath in spritePaths)
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{
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GUID spriteGuild = AssetDatabase.GUIDFromAssetPath(spritePath);
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spriteGuids.Add(spriteGuild);
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}
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}
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}
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}
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// 将 writeData.FileToObjects 包含的图集散图的 texture 删掉避免冗余
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foreach (var pair in writeData.FileToObjects)
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{
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List<ObjectIdentifier> objectIdentifiers = pair.Value;
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for (int i = objectIdentifiers.Count - 1; i >= 0; i--)
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{
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ObjectIdentifier objectIdentifier = objectIdentifiers[i];
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if (spriteGuids.Contains(objectIdentifier.guid))
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{
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if (objectIdentifier.localIdentifierInFile == 2800000)
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{
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// 删除图集散图的冗余 texture
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objectIdentifiers.RemoveAt(i);
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}
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}
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}
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}
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return ReturnCode.Success;
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: f01d5c82be95c8f4b93aeefc0454ae5c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -33,6 +33,7 @@ namespace UnityEditor.Build.Pipeline.Tasks
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// Packing
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buildTasks.Add(new GenerateBundlePacking());
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buildTasks.Add(new RemoveSpriteAtlasRedundancy()); // Fix for SpriteAtlas Redundancy
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buildTasks.Add(new UpdateBundleObjectLayout());
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buildTasks.Add(new GenerateBundleCommands());
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buildTasks.Add(new GenerateSubAssetPathMaps());
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