YooAsset/Assets/YooAsset/Editor/AssetBundleBuilder/BuildTasks/TaskBuilding_SBP.cs

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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("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<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
// 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 shadersBunldeName = YooAssetSettingsData.GetUnityShadersBundleFullName();
var taskList = SBPBuildTasks.Create(shadersBunldeName);
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}");
}
BuildRunner.Log("Unity引擎打包成功");
BuildResultContext buildResultContext = new BuildResultContext();
buildResultContext.Results = buildResults;
context.SetContextObject(buildResultContext);
if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
{
CopyRawBundle(buildMapContext, buildParametersContext);
UpdateBuildBundleInfo(buildMapContext, buildParametersContext, buildResultContext);
}
}
/// <summary>
/// 拷贝原生文件
/// </summary>
private void CopyRawBundle(BuildMapContext buildMapContext, BuildParametersContext buildParametersContext)
{
foreach (var bundleInfo in buildMapContext.BundleInfos)
{
if (bundleInfo.IsRawFile)
{
string dest = $"{buildParametersContext.PipelineOutputDirectory}/{bundleInfo.BundleName}";
foreach (var buildAsset in bundleInfo.BuildinAssets)
{
if (buildAsset.IsRawAsset)
EditorTools.CopyFile(buildAsset.AssetPath, dest, true);
}
}
}
}
/// <summary>
/// 更新构建结果
/// </summary>
private void UpdateBuildBundleInfo(BuildMapContext buildMapContext, BuildParametersContext buildParametersContext, BuildResultContext buildResult)
{
foreach (var bundleInfo in buildMapContext.BundleInfos)
{
if (bundleInfo.IsRawFile)
{
string filePath = $"{buildParametersContext.PipelineOutputDirectory}/{bundleInfo.BundleName}";
bundleInfo.ContentHash = HashUtility.FileMD5(filePath);
}
else
{
// 注意当资源包的依赖列表发生变化的时候ContentHash也会发生变化
if (buildResult.Results.BundleInfos.TryGetValue(bundleInfo.BundleName, out var value))
bundleInfo.ContentHash = value.Hash.ToString();
else
throw new Exception($"Not found bundle in build result : {bundleInfo.BundleName}");
}
}
}
}
}