YooAsset/Assets/YooAsset/Editor/AssetBundleBuilder/BuildMapContext.cs

127 lines
3.1 KiB
C#

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