65 lines
2.1 KiB
C#
65 lines
2.1 KiB
C#
using System;
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using System.Linq;
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using System.IO;
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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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using UnityEngine;
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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 : IBuildTask
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{
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public class UnityManifestContext : IContextObject
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{
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public AssetBundleManifest UnityManifest;
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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<AssetBundleBuilder.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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BuildAssetBundleOptions opt = buildParametersContext.GetPipelineBuildOptions();
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AssetBundleManifest unityManifest = BuildPipeline.BuildAssetBundles(buildParametersContext.PipelineOutputDirectory, buildMapContext.GetPipelineBuilds(), opt, buildParametersContext.Parameters.BuildTarget);
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if (unityManifest == null)
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throw new Exception("构建过程中发生错误!");
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BuildRunner.Log("Unity引擎打包成功!");
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UnityManifestContext unityManifestContext = new UnityManifestContext();
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unityManifestContext.UnityManifest = unityManifest;
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context.SetContextObject(unityManifestContext);
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// 拷贝原生文件
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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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}
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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, AssetBundleBuilder.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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}
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} |