98 lines
3.2 KiB
C#
98 lines
3.2 KiB
C#
using System;
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using System.Linq;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor.Build.Pipeline;
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using UnityEditor.Build.Pipeline.Interfaces;
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using UnityEditor.Build.Pipeline.Tasks;
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namespace YooAsset.Editor
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{
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[TaskAttribute("资源构建内容打包")]
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public class TaskBuilding_SBP : IBuildTask
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{
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public class BuildResultContext : IContextObject
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{
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public IBundleBuildResults Results;
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}
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void IBuildTask.Run(BuildContext context)
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{
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var buildParametersContext = context.GetContextObject<BuildParametersContext>();
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var buildMapContext = context.GetContextObject<BuildMapContext>();
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// 模拟构建模式下跳过引擎构建
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var buildMode = buildParametersContext.Parameters.BuildMode;
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if (buildMode == EBuildMode.SimulateBuild)
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return;
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// 构建内容
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var buildContent = new BundleBuildContent(buildMapContext.GetPipelineBuilds());
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// 开始构建
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IBundleBuildResults buildResults;
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var buildParameters = buildParametersContext.GetSBPBuildParameters();
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var shadersBunldeName = YooAssetSettingsData.GetUnityShadersBundleFullName();
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var taskList = SBPBuildTasks.Create(shadersBunldeName);
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ReturnCode exitCode = ContentPipeline.BuildAssetBundles(buildParameters, buildContent, out buildResults, taskList);
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if (exitCode < 0)
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{
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throw new Exception($"构建过程中发生错误 : {exitCode}");
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}
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BuildRunner.Log("Unity引擎打包成功!");
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BuildResultContext buildResultContext = new BuildResultContext();
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buildResultContext.Results = buildResults;
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context.SetContextObject(buildResultContext);
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if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
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{
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CopyRawBundle(buildMapContext, buildParametersContext);
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UpdateBuildBundleInfo(buildMapContext, buildParametersContext, buildResultContext);
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}
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}
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/// <summary>
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/// 拷贝原生文件
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/// </summary>
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private void CopyRawBundle(BuildMapContext buildMapContext, BuildParametersContext buildParametersContext)
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{
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foreach (var bundleInfo in buildMapContext.BundleInfos)
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{
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if (bundleInfo.IsRawFile)
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{
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string dest = $"{buildParametersContext.PipelineOutputDirectory}/{bundleInfo.BundleName}";
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foreach (var buildAsset in bundleInfo.BuildinAssets)
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{
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if (buildAsset.IsRawAsset)
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EditorTools.CopyFile(buildAsset.AssetPath, dest, true);
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}
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}
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}
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}
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/// <summary>
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/// 更新构建结果
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/// </summary>
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private void UpdateBuildBundleInfo(BuildMapContext buildMapContext, BuildParametersContext buildParametersContext, BuildResultContext buildResult)
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{
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foreach (var bundleInfo in buildMapContext.BundleInfos)
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{
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if (bundleInfo.IsRawFile)
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{
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string filePath = $"{buildParametersContext.PipelineOutputDirectory}/{bundleInfo.BundleName}";
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bundleInfo.ContentHash = HashUtility.FileMD5(filePath);
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}
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else
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{
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// 注意:当资源包的依赖列表发生变化的时候,ContentHash也会发生变化!
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if (buildResult.Results.BundleInfos.TryGetValue(bundleInfo.BundleName, out var value))
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bundleInfo.ContentHash = value.Hash.ToString();
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else
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throw new Exception($"Not found bundle in build result : {bundleInfo.BundleName}");
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}
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}
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}
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}
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} |