mirror of https://github.com/tuyoogame/YooAsset
Update AssetBundleCollector window
修复StaticAssetCollector无法预览Main Assets列表的问题。pull/17/head
parent
9b80300f19
commit
60f6483a86
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@ -87,10 +87,10 @@ namespace YooAsset.Editor
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/// <summary>
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/// 获取打包收集的资源文件
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/// </summary>
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public List<CollectAssetInfo> GetAllCollectAssets(AssetBundleCollectorGroup group)
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public List<CollectAssetInfo> GetAllCollectAssets(EBuildMode buildMode, AssetBundleCollectorGroup group)
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{
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// 注意:模拟构建模式下只收集主资源
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if (AssetBundleCollectorSetting.BuildMode == EBuildMode.SimulateBuild)
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if (buildMode == EBuildMode.SimulateBuild)
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{
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if (CollectorType != ECollectorType.MainAssetCollector)
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return new List<CollectAssetInfo>();
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@ -117,7 +117,7 @@ namespace YooAsset.Editor
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{
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if (result.ContainsKey(assetPath) == false)
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{
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var collectAssetInfo = CreateCollectAssetInfo(group, assetPath, isRawAsset);
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var collectAssetInfo = CreateCollectAssetInfo(buildMode, group, assetPath, isRawAsset);
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result.Add(assetPath, collectAssetInfo);
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}
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else
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@ -132,7 +132,7 @@ namespace YooAsset.Editor
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string assetPath = CollectPath;
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if (IsValidateAsset(assetPath) && IsCollectAsset(assetPath))
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{
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var collectAssetInfo = CreateCollectAssetInfo(group, assetPath, isRawAsset);
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var collectAssetInfo = CreateCollectAssetInfo(buildMode, group, assetPath, isRawAsset);
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result.Add(assetPath, collectAssetInfo);
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}
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else
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@ -162,13 +162,19 @@ namespace YooAsset.Editor
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return result.Values.ToList();
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}
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private CollectAssetInfo CreateCollectAssetInfo(AssetBundleCollectorGroup group, string assetPath, bool isRawAsset)
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private CollectAssetInfo CreateCollectAssetInfo(EBuildMode buildMode, AssetBundleCollectorGroup group, string assetPath, bool isRawAsset)
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{
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string address = GetAddress(group, assetPath);
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string bundleName = GetBundleName(group, assetPath);
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List<string> assetTags = GetAssetTags(group);
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CollectAssetInfo collectAssetInfo = new CollectAssetInfo(CollectorType, bundleName, address, assetPath, assetTags, isRawAsset);
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collectAssetInfo.DependAssets = GetAllDependencies(assetPath);
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// 注意:模拟构建模式下不需要收集依赖资源
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if (buildMode == EBuildMode.SimulateBuild)
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collectAssetInfo.DependAssets = new List<string>();
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else
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collectAssetInfo.DependAssets = GetAllDependencies(assetPath);
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return collectAssetInfo;
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}
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private bool IsValidateAsset(string assetPath)
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@ -242,10 +248,6 @@ namespace YooAsset.Editor
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}
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private List<string> GetAllDependencies(string mainAssetPath)
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{
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// 注意:模拟构建模式下不需要收集依赖资源
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if(AssetBundleCollectorSetting.BuildMode == EBuildMode.SimulateBuild)
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return new List<string>();
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List<string> result = new List<string>();
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string[] depends = AssetDatabase.GetDependencies(mainAssetPath, true);
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foreach (string assetPath in depends)
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@ -45,14 +45,14 @@ namespace YooAsset.Editor
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/// <summary>
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/// 获取打包收集的资源文件
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/// </summary>
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public List<CollectAssetInfo> GetAllCollectAssets()
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public List<CollectAssetInfo> GetAllCollectAssets(EBuildMode buildMode)
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{
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Dictionary<string, CollectAssetInfo> result = new Dictionary<string, CollectAssetInfo>(10000);
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// 收集打包资源
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foreach (var collector in Collectors)
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{
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var temper = collector.GetAllCollectAssets(this);
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var temper = collector.GetAllCollectAssets(buildMode, this);
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foreach (var assetInfo in temper)
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{
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if (result.ContainsKey(assetInfo.AssetPath) == false)
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@ -8,8 +8,6 @@ namespace YooAsset.Editor
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{
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public class AssetBundleCollectorSetting : ScriptableObject
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{
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public static EBuildMode BuildMode;
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/// <summary>
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/// 是否启用可寻址资源定位
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/// </summary>
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@ -47,14 +45,12 @@ namespace YooAsset.Editor
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/// </summary>
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public List<CollectAssetInfo> GetAllCollectAssets(EBuildMode buildMode)
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{
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BuildMode = buildMode;
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Dictionary<string, CollectAssetInfo> result = new Dictionary<string, CollectAssetInfo>(10000);
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// 收集打包资源
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foreach (var group in Groups)
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{
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var temper = group.GetAllCollectAssets();
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var temper = group.GetAllCollectAssets(buildMode);
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foreach (var assetInfo in temper)
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{
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if (result.ContainsKey(assetInfo.AssetPath) == false)
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@ -524,7 +524,7 @@ namespace YooAsset.Editor
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try
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{
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collectAssetInfos = collector.GetAllCollectAssets(group);
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collectAssetInfos = collector.GetAllCollectAssets(EBuildMode.DryRunBuild, group);
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}
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catch (System.Exception e)
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{
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