mirror of https://github.com/tuyoogame/YooAsset
Update AssetBundleBuilder
parent
5425e17d6f
commit
3bfca7d340
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@ -8,96 +8,6 @@ namespace YooAsset.Editor
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{
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{
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public class AssetBundleBuilder
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public class AssetBundleBuilder
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{
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{
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public class BuildParametersContext : IContextObject
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{
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private readonly System.Diagnostics.Stopwatch _buildWatch = new System.Diagnostics.Stopwatch();
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/// <summary>
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/// 构建参数
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/// </summary>
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public BuildParameters Parameters { private set; get; }
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/// <summary>
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/// 构建管线的输出目录
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/// </summary>
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public string PipelineOutputDirectory { private set; get; }
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public BuildParametersContext(BuildParameters parameters)
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{
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Parameters = parameters;
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PipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(parameters.OutputRoot, parameters.BuildTarget);
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if (parameters.BuildMode == EBuildMode.DryRunBuild)
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PipelineOutputDirectory += $"_{EBuildMode.DryRunBuild}";
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else if (parameters.BuildMode == EBuildMode.SimulateBuild)
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PipelineOutputDirectory += $"_{EBuildMode.SimulateBuild}";
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}
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/// <summary>
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/// 获取本次构建的补丁目录
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/// </summary>
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public string GetPackageDirectory()
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{
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return $"{Parameters.OutputRoot}/{Parameters.BuildTarget}/{Parameters.BuildVersion}";
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}
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/// <summary>
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/// 获取构建选项
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/// </summary>
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public BuildAssetBundleOptions GetPipelineBuildOptions()
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{
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// For the new build system, unity always need BuildAssetBundleOptions.CollectDependencies and BuildAssetBundleOptions.DeterministicAssetBundle
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// 除非设置ForceRebuildAssetBundle标记,否则会进行增量打包
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BuildAssetBundleOptions opt = BuildAssetBundleOptions.None;
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opt |= BuildAssetBundleOptions.StrictMode; //Do not allow the build to succeed if any errors are reporting during it.
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if (Parameters.BuildMode == EBuildMode.SimulateBuild)
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throw new Exception("Should never get here !");
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if (Parameters.BuildMode == EBuildMode.DryRunBuild)
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{
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opt |= BuildAssetBundleOptions.DryRunBuild;
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return opt;
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}
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if (Parameters.CompressOption == ECompressOption.Uncompressed)
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opt |= BuildAssetBundleOptions.UncompressedAssetBundle;
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else if (Parameters.CompressOption == ECompressOption.LZ4)
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opt |= BuildAssetBundleOptions.ChunkBasedCompression;
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if (Parameters.BuildMode == EBuildMode.ForceRebuild)
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opt |= BuildAssetBundleOptions.ForceRebuildAssetBundle; //Force rebuild the asset bundles
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if (Parameters.DisableWriteTypeTree)
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opt |= BuildAssetBundleOptions.DisableWriteTypeTree; //Do not include type information within the asset bundle (don't write type tree).
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if (Parameters.IgnoreTypeTreeChanges)
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opt |= BuildAssetBundleOptions.IgnoreTypeTreeChanges; //Ignore the type tree changes when doing the incremental build check.
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opt |= BuildAssetBundleOptions.DisableLoadAssetByFileName; //Disables Asset Bundle LoadAsset by file name.
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opt |= BuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtension; //Disables Asset Bundle LoadAsset by file name with extension.
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return opt;
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}
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/// <summary>
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/// 获取构建的耗时(单位:秒)
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/// </summary>
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public float GetBuildingSeconds()
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{
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float seconds = _buildWatch.ElapsedMilliseconds / 1000f;
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return seconds;
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}
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public void BeginWatch()
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{
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_buildWatch.Start();
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}
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public void StopWatch()
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{
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_buildWatch.Stop();
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}
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}
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private readonly BuildContext _buildContext = new BuildContext();
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private readonly BuildContext _buildContext = new BuildContext();
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/// <summary>
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/// <summary>
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@ -0,0 +1,97 @@
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using System;
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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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namespace YooAsset.Editor
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{
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public class BuildParametersContext : IContextObject
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{
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private readonly System.Diagnostics.Stopwatch _buildWatch = new System.Diagnostics.Stopwatch();
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/// <summary>
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/// 构建参数
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/// </summary>
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public BuildParameters Parameters { private set; get; }
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/// <summary>
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/// 构建管线的输出目录
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/// </summary>
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public string PipelineOutputDirectory { private set; get; }
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public BuildParametersContext(BuildParameters parameters)
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{
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Parameters = parameters;
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PipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(parameters.OutputRoot, parameters.BuildTarget);
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if (parameters.BuildMode == EBuildMode.DryRunBuild)
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PipelineOutputDirectory += $"_{EBuildMode.DryRunBuild}";
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else if (parameters.BuildMode == EBuildMode.SimulateBuild)
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PipelineOutputDirectory += $"_{EBuildMode.SimulateBuild}";
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}
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/// <summary>
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/// 获取本次构建的补丁目录
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/// </summary>
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public string GetPackageDirectory()
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{
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return $"{Parameters.OutputRoot}/{Parameters.BuildTarget}/{Parameters.BuildVersion}";
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}
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/// <summary>
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/// 获取构建选项
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/// </summary>
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public BuildAssetBundleOptions GetPipelineBuildOptions()
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{
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// For the new build system, unity always need BuildAssetBundleOptions.CollectDependencies and BuildAssetBundleOptions.DeterministicAssetBundle
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// 除非设置ForceRebuildAssetBundle标记,否则会进行增量打包
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BuildAssetBundleOptions opt = BuildAssetBundleOptions.None;
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opt |= BuildAssetBundleOptions.StrictMode; //Do not allow the build to succeed if any errors are reporting during it.
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if (Parameters.BuildMode == EBuildMode.SimulateBuild)
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throw new Exception("Should never get here !");
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if (Parameters.BuildMode == EBuildMode.DryRunBuild)
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{
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opt |= BuildAssetBundleOptions.DryRunBuild;
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return opt;
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}
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if (Parameters.CompressOption == ECompressOption.Uncompressed)
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opt |= BuildAssetBundleOptions.UncompressedAssetBundle;
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else if (Parameters.CompressOption == ECompressOption.LZ4)
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opt |= BuildAssetBundleOptions.ChunkBasedCompression;
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if (Parameters.BuildMode == EBuildMode.ForceRebuild)
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opt |= BuildAssetBundleOptions.ForceRebuildAssetBundle; //Force rebuild the asset bundles
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if (Parameters.DisableWriteTypeTree)
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opt |= BuildAssetBundleOptions.DisableWriteTypeTree; //Do not include type information within the asset bundle (don't write type tree).
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if (Parameters.IgnoreTypeTreeChanges)
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opt |= BuildAssetBundleOptions.IgnoreTypeTreeChanges; //Ignore the type tree changes when doing the incremental build check.
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opt |= BuildAssetBundleOptions.DisableLoadAssetByFileName; //Disables Asset Bundle LoadAsset by file name.
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opt |= BuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtension; //Disables Asset Bundle LoadAsset by file name with extension.
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return opt;
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}
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/// <summary>
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/// 获取构建的耗时(单位:秒)
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/// </summary>
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public float GetBuildingSeconds()
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{
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float seconds = _buildWatch.ElapsedMilliseconds / 1000f;
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return seconds;
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}
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public void BeginWatch()
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{
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_buildWatch.Start();
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}
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public void StopWatch()
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{
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_buildWatch.Stop();
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: b84510feab7cbe44a9b6d8ef0b3f559c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -18,7 +18,7 @@ namespace YooAsset.Editor
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void IBuildTask.Run(BuildContext context)
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void IBuildTask.Run(BuildContext context)
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{
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{
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var buildParametersContext = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
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var buildParametersContext = context.GetContextObject<BuildParametersContext>();
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var buildMapContext = context.GetContextObject<BuildMapContext>();
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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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// 模拟构建模式下跳过引擎构建
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@ -46,7 +46,7 @@ namespace YooAsset.Editor
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/// <summary>
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/// <summary>
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/// 拷贝原生文件
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/// 拷贝原生文件
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/// </summary>
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/// </summary>
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private void CopyRawBundle(BuildMapContext buildMapContext, AssetBundleBuilder.BuildParametersContext buildParametersContext)
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private void CopyRawBundle(BuildMapContext buildMapContext, BuildParametersContext buildParametersContext)
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{
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{
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foreach (var bundleInfo in buildMapContext.BundleInfos)
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foreach (var bundleInfo in buildMapContext.BundleInfos)
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{
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{
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@ -12,7 +12,7 @@ namespace YooAsset.Editor
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void IBuildTask.Run(BuildContext context)
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void IBuildTask.Run(BuildContext context)
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{
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{
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// 注意:我们只有在强制重建的时候才会拷贝
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// 注意:我们只有在强制重建的时候才会拷贝
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var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
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var buildParameters = context.GetContextObject<BuildParametersContext>();
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if (buildParameters.Parameters.CopyBuildinTagFiles)
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if (buildParameters.Parameters.CopyBuildinTagFiles)
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{
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{
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// 清空流目录
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// 清空流目录
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@ -10,17 +10,17 @@ namespace YooAsset.Editor
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{
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{
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void IBuildTask.Run(BuildContext context)
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void IBuildTask.Run(BuildContext context)
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{
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{
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var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
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var buildParameters = context.GetContextObject<BuildParametersContext>();
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var encryptionContext = context.GetContextObject<TaskEncryption.EncryptionContext>();
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var buildMapContext = context.GetContextObject<BuildMapContext>();
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var buildMapContext = context.GetContextObject<BuildMapContext>();
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var encryptionContext = context.GetContextObject<TaskEncryption.EncryptionContext>();
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CreatePatchManifestFile(buildParameters, buildMapContext, encryptionContext);
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CreatePatchManifestFile(buildParameters, buildMapContext, encryptionContext);
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}
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}
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/// <summary>
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/// <summary>
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/// 创建补丁清单文件到输出目录
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/// 创建补丁清单文件到输出目录
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/// </summary>
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/// </summary>
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private void CreatePatchManifestFile(AssetBundleBuilder.BuildParametersContext buildParameters,
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private void CreatePatchManifestFile(BuildParametersContext buildParameters, BuildMapContext buildMapContext,
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BuildMapContext buildMapContext, TaskEncryption.EncryptionContext encryptionContext)
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TaskEncryption.EncryptionContext encryptionContext)
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{
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{
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int resourceVersion = buildParameters.Parameters.BuildVersion;
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int resourceVersion = buildParameters.Parameters.BuildVersion;
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@ -53,8 +53,8 @@ namespace YooAsset.Editor
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/// <summary>
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/// <summary>
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/// 获取资源包列表
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/// 获取资源包列表
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/// </summary>
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/// </summary>
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private List<PatchBundle> GetAllPatchBundle(AssetBundleBuilder.BuildParametersContext buildParameters,
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private List<PatchBundle> GetAllPatchBundle(BuildParametersContext buildParameters, BuildMapContext buildMapContext,
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BuildMapContext buildMapContext, TaskEncryption.EncryptionContext encryptionContext)
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TaskEncryption.EncryptionContext encryptionContext)
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{
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{
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List<PatchBundle> result = new List<PatchBundle>(1000);
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List<PatchBundle> result = new List<PatchBundle>(1000);
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@ -124,8 +124,7 @@ namespace YooAsset.Editor
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/// <summary>
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/// <summary>
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/// 获取资源列表
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/// 获取资源列表
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/// </summary>
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/// </summary>
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private List<PatchAsset> GetAllPatchAsset(AssetBundleBuilder.BuildParametersContext buildParameters,
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private List<PatchAsset> GetAllPatchAsset(BuildParametersContext buildParameters, BuildMapContext buildMapContext, PatchManifest patchManifest)
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BuildMapContext buildMapContext, PatchManifest patchManifest)
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{
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{
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List<PatchAsset> result = new List<PatchAsset>(1000);
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List<PatchAsset> result = new List<PatchAsset>(1000);
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foreach (var bundleInfo in buildMapContext.BundleInfos)
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foreach (var bundleInfo in buildMapContext.BundleInfos)
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@ -8,7 +8,7 @@ namespace YooAsset.Editor
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{
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{
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void IBuildTask.Run(BuildContext context)
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void IBuildTask.Run(BuildContext context)
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{
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{
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var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
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var buildParameters = context.GetContextObject<BuildParametersContext>();
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var buildMode = buildParameters.Parameters.BuildMode;
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var buildMode = buildParameters.Parameters.BuildMode;
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if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
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if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
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{
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{
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@ -19,7 +19,7 @@ namespace YooAsset.Editor
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/// <summary>
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/// <summary>
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/// 拷贝补丁文件到补丁包目录
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/// 拷贝补丁文件到补丁包目录
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/// </summary>
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/// </summary>
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private void CopyPatchFiles(AssetBundleBuilder.BuildParametersContext buildParameters)
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private void CopyPatchFiles(BuildParametersContext buildParameters)
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{
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{
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int resourceVersion = buildParameters.Parameters.BuildVersion;
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int resourceVersion = buildParameters.Parameters.BuildVersion;
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string packageDirectory = buildParameters.GetPackageDirectory();
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string packageDirectory = buildParameters.GetPackageDirectory();
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@ -10,7 +10,7 @@ namespace YooAsset.Editor
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{
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{
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void IBuildTask.Run(BuildContext context)
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void IBuildTask.Run(BuildContext context)
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{
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{
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var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
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var buildParameters = context.GetContextObject<BuildParametersContext>();
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var buildMapContext = context.GetContextObject<BuildMapContext>();
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var buildMapContext = context.GetContextObject<BuildMapContext>();
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buildParameters.StopWatch();
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buildParameters.StopWatch();
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@ -26,7 +26,7 @@ namespace YooAsset.Editor
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}
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}
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}
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}
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private void CreateReportFile(AssetBundleBuilder.BuildParametersContext buildParameters, BuildMapContext buildMapContext)
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private void CreateReportFile(BuildParametersContext buildParameters, BuildMapContext buildMapContext)
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{
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{
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PatchManifest patchManifest = AssetBundleBuilderHelper.LoadPatchManifestFile(buildParameters.PipelineOutputDirectory, buildParameters.Parameters.BuildVersion);
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PatchManifest patchManifest = AssetBundleBuilderHelper.LoadPatchManifestFile(buildParameters.PipelineOutputDirectory, buildParameters.Parameters.BuildVersion);
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BuildReport buildReport = new BuildReport();
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BuildReport buildReport = new BuildReport();
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@ -24,7 +24,7 @@ namespace YooAsset.Editor
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void IBuildTask.Run(BuildContext context)
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void IBuildTask.Run(BuildContext context)
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{
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{
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var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
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var buildParameters = context.GetContextObject<BuildParametersContext>();
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var buildMapContext = context.GetContextObject<BuildMapContext>();
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var buildMapContext = context.GetContextObject<BuildMapContext>();
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var buildMode = buildParameters.Parameters.BuildMode;
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var buildMode = buildParameters.Parameters.BuildMode;
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@ -45,7 +45,7 @@ namespace YooAsset.Editor
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/// <summary>
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/// <summary>
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/// 加密文件
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/// 加密文件
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/// </summary>
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/// </summary>
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private List<string> EncryptFiles(AssetBundleBuilder.BuildParametersContext buildParameters, BuildMapContext buildMapContext)
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private List<string> EncryptFiles(BuildParametersContext buildParameters, BuildMapContext buildMapContext)
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{
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{
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var encryptionServices = buildParameters.Parameters.EncryptionServices;
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var encryptionServices = buildParameters.Parameters.EncryptionServices;
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@ -12,7 +12,7 @@ namespace YooAsset.Editor
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{
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{
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void IBuildTask.Run(BuildContext context)
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void IBuildTask.Run(BuildContext context)
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{
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{
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var buildParametersContext = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
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var buildParametersContext = context.GetContextObject<BuildParametersContext>();
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var buildMapContext = BuildMapCreater.CreateBuildMap(buildParametersContext.Parameters.BuildMode);
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var buildMapContext = BuildMapCreater.CreateBuildMap(buildParametersContext.Parameters.BuildMode);
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context.SetContextObject(buildMapContext);
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context.SetContextObject(buildMapContext);
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BuildRunner.Log("构建内容准备完毕!");
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BuildRunner.Log("构建内容准备完毕!");
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@ -11,7 +11,7 @@ namespace YooAsset.Editor
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{
|
{
|
||||||
void IBuildTask.Run(BuildContext context)
|
void IBuildTask.Run(BuildContext context)
|
||||||
{
|
{
|
||||||
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
|
var buildParameters = context.GetContextObject<BuildParametersContext>();
|
||||||
buildParameters.BeginWatch();
|
buildParameters.BeginWatch();
|
||||||
|
|
||||||
// 检测构建平台是否合法
|
// 检测构建平台是否合法
|
||||||
|
|
|
@ -13,7 +13,7 @@ namespace YooAsset.Editor
|
||||||
{
|
{
|
||||||
void IBuildTask.Run(BuildContext context)
|
void IBuildTask.Run(BuildContext context)
|
||||||
{
|
{
|
||||||
var buildParametersContext = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
|
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
|
||||||
|
|
||||||
// 模拟构建模式下跳过验证
|
// 模拟构建模式下跳过验证
|
||||||
if (buildParametersContext.Parameters.BuildMode == EBuildMode.SimulateBuild)
|
if (buildParametersContext.Parameters.BuildMode == EBuildMode.SimulateBuild)
|
||||||
|
@ -32,7 +32,7 @@ namespace YooAsset.Editor
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private void VerifyingBuildingResult(BuildContext context, AssetBundleManifest unityManifest)
|
private void VerifyingBuildingResult(BuildContext context, AssetBundleManifest unityManifest)
|
||||||
{
|
{
|
||||||
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
|
var buildParameters = context.GetContextObject<BuildParametersContext>();
|
||||||
var buildMapContext = context.GetContextObject<BuildMapContext>();
|
var buildMapContext = context.GetContextObject<BuildMapContext>();
|
||||||
string[] buildedBundles = unityManifest.GetAllAssetBundles();
|
string[] buildedBundles = unityManifest.GetAllAssetBundles();
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue