2022-03-03 18:08:32 +08:00
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# 资源构建
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2022-04-03 13:00:13 +08:00
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![image](https://github.com/tuyoogame/YooAsset/raw/main/Docs/Image/AssetBuilder-img1.png)
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2022-03-03 18:08:32 +08:00
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### 界面介绍
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- **Build Output**
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构建输出的目录,会根据Unity编辑器当前切换的平台自动划分构建结果。
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2022-03-03 19:33:36 +08:00
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- **Build Version**
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构建版本号,也是资源版本号,版本号必须大于零。
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- **Build Mode**
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2022-05-12 12:37:48 +08:00
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构建模式
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(1) 强制构建模式:会删除指定构建平台下的所有构建记录,重新构建所有资源包。
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(2) 增量构建模式:以上一次构建结果为基础,对于发生变化的资源进行增量构建。
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(3) 演练构建模式:在不生成AssetBundle文件的前提下,进行演练构建并快速生成构建报告和补丁清单。
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(4) 模拟构建模式:在编辑器下配合EditorSimulateMode运行模式,来模拟真实运行的环境。
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2022-04-04 22:44:13 +08:00
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- **Encryption**
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加密类列表。
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- **Compression**
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资源包的压缩方式。
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- **Append Extension**
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构建的资源包文件名是否包含后缀格式。
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- **Buildin Tags**
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标记为安装包里的资源标签列表。构建成功后,会将相关标记的资源包拷贝到StreamingAssets文件夹下。
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2022-04-04 22:44:13 +08:00
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- **构建**
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点击构建按钮会开始构建流程,构建流程分为多个节点顺序执行,如果某个节点发生错误,会导致构建失败。错误信息可以在控制台查看。
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### 资源包加密
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2022-03-23 23:08:39 +08:00
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编写继承IEncryptionServices接口的加密类。注意:加密类文件需要放置在Editor文件夹里。
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````C#
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using System;
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using YooAsset.Editor;
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public class GameEncryption : IEncryptionServices
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{
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/// <summary>
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/// 检测资源包是否需要加密
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/// </summary>
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bool IEncryptionServices.Check(string bundleName)
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{
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// 对配置表相关的资源包进行加密
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return bundleName.Contains("assets/config/");
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}
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/// <summary>
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/// 对数据进行加密,并返回加密后的数据
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/// </summary>
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byte[] IEncryptionServices.Encrypt(byte[] fileData)
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{
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int offset = 32;
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var temper = new byte[fileData.Length + offset];
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Buffer.BlockCopy(fileData, 0, temper, offset, fileData.Length);
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return temper;
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}
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}
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````
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### 补丁包
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构建成功后会在输出目录下找到补丁包文件夹,该文件夹名称为本次构建时指定的资源版本号。
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补丁包文件夹里包含补丁清单文件,资源包文件,构建报告文件等。
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资源包文件都是以文件的哈希值命名。
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2022-05-04 00:12:06 +08:00
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![image](https://github.com/tuyoogame/YooAsset/raw/main/Docs/Image/AssetBuilder-img4.png)
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2022-03-03 18:08:32 +08:00
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### 补丁清单
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补丁清单是一个Json格式的文本文件,里面包含了所有资源包的信息,例如:名称,大小,CRC等。
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![image](https://github.com/tuyoogame/YooAsset/raw/main/Docs/Image/AssetBuilder-img2.png)
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### Jenkins支持
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如果需要自动化构建,可以参考如下代码范例:
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````c#
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private static void BuildInternal(BuildTarget buildTarget)
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{
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Debug.Log($"开始构建 : {buildTarget}");
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// 命令行参数
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int buildVersion = GetBuildVersion();
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// 构建参数
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string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot();
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AssetBundleBuilder.BuildParameters buildParameters = new AssetBundleBuilder.BuildParameters();
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buildParameters.OutputRoot = defaultOutputRoot;
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buildParameters.BuildTarget = buildTarget;
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buildParameters.BuildMode = EBuildMode.ForceRebuild;
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buildParameters.BuildVersion = buildVersion;
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buildParameters.BuildinTags = "buildin";
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buildParameters.VerifyBuildingResult = true;
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buildParameters.EnableAddressable = false;
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buildParameters.AppendFileExtension = false;
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buildParameters.CopyBuildinTagFiles = true;
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buildParameters.EncryptionServices = new GameEncryption();
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buildParameters.CompressOption = ECompressOption.LZ4;
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// 执行构建
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AssetBundleBuilder builder = new AssetBundleBuilder();
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builder.Run(buildParameters);
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}
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// 从构建命令里获取参数
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private static int GetBuildVersion()
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{
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foreach (string arg in System.Environment.GetCommandLineArgs())
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{
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if (arg.StartsWith("buildVersion"))
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return int.Parse(arg.Split("="[0])[1]);
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}
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return -1;
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}
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````
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