YooAsset/Assets/YooAsset/Editor/AssetBundleBuilder/BuildTasks/TaskEncryption.cs

76 lines
2.2 KiB
C#

using System;
using System.Linq;
using System.IO;
using System.Collections;
using System.Collections.Generic;
namespace YooAsset.Editor
{
public class TaskEncryption : IBuildTask
{
public class EncryptionContext : IContextObject
{
public List<string> EncryptList;
/// <summary>
/// 检测是否为加密文件
/// </summary>
public bool IsEncryptFile(string bundleName)
{
return EncryptList.Contains(bundleName);
}
}
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildMapContext = context.GetContextObject<TaskGetBuildMap.BuildMapContext>();
EncryptionContext encryptionContext = new EncryptionContext();
encryptionContext.EncryptList = EncryptFiles(buildParameters, buildMapContext);
context.SetContextObject(encryptionContext);
}
/// <summary>
/// 加密文件
/// </summary>
private List<string> EncryptFiles(AssetBundleBuilder.BuildParametersContext buildParameters, TaskGetBuildMap.BuildMapContext buildMapContext)
{
var encryptionServices = buildParameters.Parameters.EncryptionServices;
// 加密资源列表
List<string> encryptList = new List<string>();
// 如果没有设置加密类
if (encryptionServices == null)
return encryptList;
UnityEngine.Debug.Log($"开始加密资源文件");
int progressValue = 0;
foreach (var bundleInfo in buildMapContext.BundleInfos)
{
var bundleName = bundleInfo.BundleName;
string filePath = $"{buildParameters.PipelineOutputDirectory}/{bundleName}";
if (encryptionServices.Check(filePath))
{
encryptList.Add(bundleName);
// 注意:通过判断文件合法性,规避重复加密一个文件
byte[] fileData = File.ReadAllBytes(filePath);
if (EditorTools.CheckBundleFileValid(fileData))
{
byte[] bytes = encryptionServices.Encrypt(fileData);
File.WriteAllBytes(filePath, bytes);
UnityEngine.Debug.Log($"文件加密完成:{filePath}");
}
}
// 进度条
EditorTools.DisplayProgressBar("加密资源包", ++progressValue, buildMapContext.BundleInfos.Count);
}
EditorTools.ClearProgressBar();
return encryptList;
}
}
}