mirror of https://github.com/tuyoogame/YooAsset
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@ -16,6 +16,14 @@
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资源包的压缩方式。
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资源包的压缩方式。
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- **Encryption Services**
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加密服务类列表。
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- **Redundancy Services**
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冗余服务类列表。
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- **Append Extension**
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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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构建的资源包文件名是否包含后缀格式。
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@ -37,14 +45,15 @@
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编写继承IAssetEncrypter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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编写继承IAssetEncrypter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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````C#
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using System;
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using YooAsset.Editor;
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using YooAsset.Editor;
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public class AssetEncrypter : IAssetEncrypter
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public class GameEncryption : IEncryptionServices
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{
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{
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/// <summary>
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/// <summary>
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/// 检测资源包是否需要加密
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/// 检测资源包是否需要加密
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/// </summary>
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/// </summary>
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bool IAssetEncrypter.Check(string filePath)
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bool IEncryptionServices.Check(string filePath)
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{
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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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// 对配置表相关的资源包进行加密
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return filePath.Contains("Assets/Config/");
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return filePath.Contains("Assets/Config/");
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@ -53,7 +62,7 @@ public class AssetEncrypter : IAssetEncrypter
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/// <summary>
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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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/// 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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/// </summary>
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byte[] IAssetEncrypter.Encrypt(byte[] fileData)
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byte[] IEncryptionServices.Encrypt(byte[] fileData)
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{
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{
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int offset = 32;
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int offset = 32;
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var temper = new byte[fileData.Length + offset];
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var temper = new byte[fileData.Length + offset];
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@ -67,7 +76,9 @@ public class AssetEncrypter : IAssetEncrypter
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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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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和资源包文件以及说明文件,资源包文件都是以文件的哈希值命名。
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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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![image](https://github.com/tuyoogame/YooAsset/raw/main/Docs/Image/AssetBuilder-img4.jpg)
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![image](https://github.com/tuyoogame/YooAsset/raw/main/Docs/Image/AssetBuilder-img4.jpg)
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@ -86,11 +97,8 @@ private static void BuildInternal(BuildTarget buildTarget)
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{
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{
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Debug.Log($"开始构建 : {buildTarget}");
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Debug.Log($"开始构建 : {buildTarget}");
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// 打印命令行参数
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// 命令行参数
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int buildVersion = GetBuildVersion();
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int buildVersion = GetBuildVersion();
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bool isForceBuild = IsForceBuild();
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Debug.Log($"资源版本 : {buildVersion}");
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Debug.Log($"强制重建 : {isForceBuild}");
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// 构建参数
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// 构建参数
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string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot();
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string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot();
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@ -101,7 +109,9 @@ private static void BuildInternal(BuildTarget buildTarget)
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buildParameters.BuildVersion = buildVersion;
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buildParameters.BuildVersion = buildVersion;
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buildParameters.CompressOption = ECompressOption.LZ4;
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buildParameters.CompressOption = ECompressOption.LZ4;
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buildParameters.AppendFileExtension = false;
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buildParameters.AppendFileExtension = false;
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buildParameters.IsForceRebuild = isForceBuild;
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buildParameters.EncryptionServices = new GameEncryption();
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buildParameters.RedundancyServices = null;
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buildParameters.IsForceRebuild = true;
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buildParameters.BuildinTags = "buildin";
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buildParameters.BuildinTags = "buildin";
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// 执行构建
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// 执行构建
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@ -122,14 +132,5 @@ private static int GetBuildVersion()
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}
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}
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return -1;
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return -1;
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}
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}
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private static bool IsForceBuild()
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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("forceBuild"))
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return arg.Split("="[0])[1] == "true" ? true : false;
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}
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return false;
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}
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````
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````
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@ -121,7 +121,7 @@ IEnumerator Start()
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IEnumerator Start()
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IEnumerator Start()
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{
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{
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string location = "wwise/init.bnk";
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string location = "wwise/init.bnk";
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string savePath = $"{Application.persistentDataPath}/Audio/init.bnk"
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string savePath = $"{Application.persistentDataPath}/Audio/init.bnk";
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RawFileOperation operation = YooAssets.LoadRawFileAsync(location, savePath);
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RawFileOperation operation = YooAssets.LoadRawFileAsync(location, savePath);
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yield return operation;
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yield return operation;
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byte[] fileData = operation.GetFileData();
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byte[] fileData = operation.GetFileData();
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Binary file not shown.
Before Width: | Height: | Size: 38 KiB After Width: | Height: | Size: 45 KiB |
Binary file not shown.
Before Width: | Height: | Size: 62 KiB After Width: | Height: | Size: 68 KiB |
Binary file not shown.
Before Width: | Height: | Size: 32 KiB After Width: | Height: | Size: 33 KiB |
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@ -10,11 +10,7 @@
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- **Asset Bundle File Variant** : AssetBundle资源包后缀名
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- **Asset Bundle File Variant** : AssetBundle资源包后缀名
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- **Raw File Variant** : 原生资源包后缀名
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- **Raw File Variant** : 原生资源包后缀名
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- **Patch Manifest File Name** : 补丁清单文件名
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- **Patch Manifest File Name** : 补丁清单文件名
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- **Patch Manifest Hash File Name** : 补丁清单哈希文件名
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- **Patch Manifest Hash File Name** : 补丁清单哈希文件名
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- **Unity Manifest File Name** : Unity构建的清单名称
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- **Unity Manifest File Name** : Unity构建的清单名称
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- **Readme File Name** : 说明文件名称
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