using System; using System.Linq; using System.Collections; using System.Collections.Generic; using UnityEditor.Build.Pipeline; using UnityEditor.Build.Pipeline.Interfaces; using UnityEditor.Build.Pipeline.Tasks; namespace YooAsset.Editor { [TaskAttribute(ETaskPipeline.ScriptableBuildPipeline, 300, "资源构建内容打包")] public class TaskBuilding_SBP : IBuildTask { public class BuildResultContext : IContextObject { public IBundleBuildResults Results; } void IBuildTask.Run(BuildContext context) { var buildParametersContext = context.GetContextObject(); var buildMapContext = context.GetContextObject(); // 模拟构建模式下跳过引擎构建 var buildMode = buildParametersContext.Parameters.BuildMode; if (buildMode == EBuildMode.SimulateBuild) return; // 构建内容 var buildContent = new BundleBuildContent(buildMapContext.GetPipelineBuilds()); // 开始构建 IBundleBuildResults buildResults; var buildParameters = buildParametersContext.GetSBPBuildParameters(); var taskList = SBPBuildTasks.Create(buildMapContext.ShadersBundleName); ReturnCode exitCode = ContentPipeline.BuildAssetBundles(buildParameters, buildContent, out buildResults, taskList); if (exitCode < 0) { throw new Exception($"构建过程中发生错误 : {exitCode}"); } // 创建着色器信息 // 说明:解决因为着色器资源包导致验证失败。 // 例如:当项目里没有着色器,如果有依赖内置着色器就会验证失败。 string shadersBundleName = buildMapContext.ShadersBundleName; if (buildResults.BundleInfos.ContainsKey(shadersBundleName)) { buildMapContext.CreateShadersBundleInfo(shadersBundleName); } BuildLogger.Log("Unity引擎打包成功!"); BuildResultContext buildResultContext = new BuildResultContext(); buildResultContext.Results = buildResults; context.SetContextObject(buildResultContext); } } }