93 lines
2.7 KiB
C#
93 lines
2.7 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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namespace YooAsset.Editor
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{
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[TaskAttribute("资源包加密")]
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public class TaskEncryption : IBuildTask
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{
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public class EncryptionContext : IContextObject
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{
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public List<string> EncryptList;
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/// <summary>
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/// 检测是否为加密文件
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/// </summary>
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public bool IsEncryptFile(string bundleName)
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{
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return EncryptList.Contains(bundleName);
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}
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}
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void IBuildTask.Run(BuildContext context)
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{
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var buildParameters = context.GetContextObject<BuildParametersContext>();
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var buildMapContext = context.GetContextObject<BuildMapContext>();
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var buildMode = buildParameters.Parameters.BuildMode;
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if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
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{
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EncryptionContext encryptionContext = new EncryptionContext();
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encryptionContext.EncryptList = EncryptFiles(buildParameters, buildMapContext);
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context.SetContextObject(encryptionContext);
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}
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else
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{
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EncryptionContext encryptionContext = new EncryptionContext();
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encryptionContext.EncryptList = new List<string>();
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context.SetContextObject(encryptionContext);
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}
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}
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/// <summary>
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/// 加密文件
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/// </summary>
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private List<string> EncryptFiles(BuildParametersContext buildParameters, BuildMapContext buildMapContext)
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{
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var encryptionServices = buildParameters.Parameters.EncryptionServices;
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// 加密资源列表
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List<string> encryptList = new List<string>();
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// 如果没有设置加密类
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if (encryptionServices == null)
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return encryptList;
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int progressValue = 0;
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foreach (var bundleInfo in buildMapContext.BundleInfos)
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{
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if (encryptionServices.Check(bundleInfo.BundleName))
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{
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if (bundleInfo.IsRawFile)
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{
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UnityEngine.Debug.LogWarning($"Encryption not support raw file : {bundleInfo.BundleName}");
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continue;
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}
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encryptList.Add(bundleInfo.BundleName);
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// 注意:通过判断文件合法性,规避重复加密一个文件
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string filePath = $"{buildParameters.PipelineOutputDirectory}/{bundleInfo.BundleName}";
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byte[] fileData = File.ReadAllBytes(filePath);
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if (EditorTools.CheckBundleFileValid(fileData))
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{
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byte[] bytes = encryptionServices.Encrypt(fileData);
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File.WriteAllBytes(filePath, bytes);
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BuildRunner.Log($"文件加密完成:{filePath}");
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}
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}
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// 进度条
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EditorTools.DisplayProgressBar("加密资源包", ++progressValue, buildMapContext.BundleInfos.Count);
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}
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EditorTools.ClearProgressBar();
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if(encryptList.Count == 0)
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UnityEngine.Debug.LogWarning($"没有发现需要加密的文件!");
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return encryptList;
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}
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}
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} |