127 lines
3.1 KiB
C#
127 lines
3.1 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;
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namespace YooAsset.Editor
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{
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public class BuildMapContext : IContextObject
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{
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/// <summary>
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/// 参与构建的资源总数
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/// 说明:包括主动收集的资源以及其依赖的所有资源
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/// </summary>
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public int AssetFileCount;
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/// <summary>
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/// 是否启用可寻址资源定位
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/// </summary>
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public bool EnableAddressable;
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/// <summary>
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/// 资源包名唯一化
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/// </summary>
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public bool UniqueBundleName;
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/// <summary>
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/// 资源包列表
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/// </summary>
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public readonly List<BuildBundleInfo> BundleInfos = new List<BuildBundleInfo>(1000);
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/// <summary>
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/// 添加一个打包资源
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/// </summary>
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public void PackAsset(BuildAssetInfo assetInfo)
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{
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string bundleName = assetInfo.GetBundleName();
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if (string.IsNullOrEmpty(bundleName))
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throw new Exception("Should never get here !");
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if (TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo))
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{
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bundleInfo.PackAsset(assetInfo);
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}
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else
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{
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BuildBundleInfo newBundleInfo = new BuildBundleInfo(bundleName);
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newBundleInfo.PackAsset(assetInfo);
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BundleInfos.Add(newBundleInfo);
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}
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}
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/// <summary>
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/// 获取所有的打包资源
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/// </summary>
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public List<BuildAssetInfo> GetAllAssets()
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{
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List<BuildAssetInfo> result = new List<BuildAssetInfo>(BundleInfos.Count);
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foreach (var bundleInfo in BundleInfos)
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{
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result.AddRange(bundleInfo.BuildinAssets);
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}
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return result;
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}
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/// <summary>
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/// 获取资源包的分类标签列表
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/// </summary>
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public string[] GetBundleTags(string bundleName)
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{
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if (TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo))
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{
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return bundleInfo.GetBundleTags();
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}
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throw new Exception($"Not found {nameof(BuildBundleInfo)} : {bundleName}");
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}
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/// <summary>
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/// 获取AssetBundle内构建的资源路径列表
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/// </summary>
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public string[] GetBuildinAssetPaths(string bundleName)
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{
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if (TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo))
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{
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return bundleInfo.GetBuildinAssetPaths();
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}
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throw new Exception($"Not found {nameof(BuildBundleInfo)} : {bundleName}");
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}
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/// <summary>
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/// 获取构建管线里需要的数据
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/// </summary>
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public UnityEditor.AssetBundleBuild[] GetPipelineBuilds()
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{
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List<UnityEditor.AssetBundleBuild> builds = new List<UnityEditor.AssetBundleBuild>(BundleInfos.Count);
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foreach (var bundleInfo in BundleInfos)
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{
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if (bundleInfo.IsRawFile == false)
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builds.Add(bundleInfo.CreatePipelineBuild());
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}
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return builds.ToArray();
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}
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/// <summary>
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/// 是否包含资源包
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/// </summary>
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public bool IsContainsBundle(string bundleName)
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{
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return TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo);
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}
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public bool TryGetBundleInfo(string bundleName, out BuildBundleInfo result)
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{
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foreach (var bundleInfo in BundleInfos)
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{
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if (bundleInfo.BundleName == bundleName)
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{
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result = bundleInfo;
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return true;
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}
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}
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result = null;
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return false;
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}
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}
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} |